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itgmania212121/src/RageDisplay_D3D.cpp
T

1473 lines
44 KiB
C++

#include "global.h"
#include "RageDisplay.h"
#include "RageDisplay_D3D.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageTimer.h"
#include "RageException.h"
#include "RageMath.h"
#include "RageTypes.h"
#include "RageSurface.h"
#include "RageSurfaceUtils.h"
#include "EnumHelper.h"
#include "DisplayResolutions.h"
#include "LocalizedString.h"
#include <D3dx9tex.h>
#include <d3d9.h>
#include <dxerr.h>
#include "archutils/Win32/GraphicsWindow.h"
// Static libraries
// load Windows D3D9 dynamically
#if defined(_MSC_VER)
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "DxErr.lib")
#endif
#include <math.h>
#include <list>
RString GetErrorString( HRESULT hr )
{
return DXGetErrorString(hr);
}
// Globals
HMODULE g_D3D9_Module = NULL;
LPDIRECT3D9 g_pd3d = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
D3DCAPS9 g_DeviceCaps;
D3DDISPLAYMODE g_DesktopMode;
D3DPRESENT_PARAMETERS g_d3dpp;
int g_ModelMatrixCnt=0;
static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
// TODO: Instead of defining this here, enumerate the possible formats and select whatever one we want to use. This format should
// be fine for the uses of this application though.
const D3DFORMAT g_DefaultAdapterFormat = D3DFMT_X8R8G8B8;
/* Direct3D doesn't associate a palette with textures. Instead, we load a
* palette into a slot. We need to keep track of which texture's palette is
* stored in what slot. */
map<unsigned,int> g_TexResourceToPaletteIndex;
list<int> g_PaletteIndex;
struct TexturePalette { PALETTEENTRY p[256]; };
map<unsigned,TexturePalette> g_TexResourceToTexturePalette;
// Load the palette, if any, for the given texture into a palette slot, and make it current.
static void SetPalette( unsigned TexResource )
{
// If the texture isn't paletted, we have nothing to do.
if( g_TexResourceToTexturePalette.find(TexResource) == g_TexResourceToTexturePalette.end() )
return;
// Is the palette already loaded?
if( g_TexResourceToPaletteIndex.find(TexResource) == g_TexResourceToPaletteIndex.end() )
{
// It's not. Grab the least recently used slot.
int iPalIndex = g_PaletteIndex.front();
// If any other texture is currently using this slot, mark that palette unloaded.
for( map<unsigned,int>::iterator i = g_TexResourceToPaletteIndex.begin(); i != g_TexResourceToPaletteIndex.end(); ++i )
{
if( i->second != iPalIndex )
continue;
g_TexResourceToPaletteIndex.erase(i);
break;
}
// Load it.
TexturePalette& pal = g_TexResourceToTexturePalette[TexResource];
g_pd3dDevice->SetPaletteEntries( iPalIndex, pal.p );
g_TexResourceToPaletteIndex[TexResource] = iPalIndex;
}
const int iPalIndex = g_TexResourceToPaletteIndex[TexResource];
// Find this palette index in the least-recently-used queue and move it to the end.
for(list<int>::iterator i = g_PaletteIndex.begin(); i != g_PaletteIndex.end(); ++i)
{
if( *i != iPalIndex )
continue;
g_PaletteIndex.erase(i);
g_PaletteIndex.push_back(iPalIndex);
break;
}
g_pd3dDevice->SetCurrentTexturePalette( iPalIndex );
}
#define D3DFVF_RageSpriteVertex (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define D3DFVF_RageModelVertex (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
static const RageDisplay::RagePixelFormatDesc PIXEL_FORMAT_DESC[NUM_RagePixelFormat] = {
{
/* A8B8G8R8 */
32,
{ 0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000 }
}, {
0, { 0,0,0,0 }
}, {
/* A4R4G4B4 */
16,
{ 0x0F00,
0x00F0,
0x000F,
0xF000 },
}, {
/* A1B5G5R5 */
16,
{ 0x7C00,
0x03E0,
0x001F,
0x8000 },
}, {
/* X1R5G5B5 */
16,
{ 0x7C00,
0x03E0,
0x001F,
0x0000 },
}, {
/* B8G8R8 */
24,
{ 0xFF0000,
0x00FF00,
0x0000FF,
0x000000 }
}, {
/* Paletted */
8,
{ 0,0,0,0 } /* N/A */
}, {
/* BGR (N/A; OpenGL only) */
0, { 0,0,0,0 }
}, {
/* ABGR (N/A; OpenGL only) */
0, { 0,0,0,0 }
}, {
/* X1R5G5B5 */
0, { 0,0,0,0 }
}
};
static D3DFORMAT D3DFORMATS[NUM_RagePixelFormat] =
{
D3DFMT_A8R8G8B8,
D3DFMT_UNKNOWN,
D3DFMT_A4R4G4B4,
D3DFMT_A1R5G5B5,
D3DFMT_X1R5G5B5,
D3DFMT_R8G8B8,
D3DFMT_P8,
D3DFMT_UNKNOWN, // no BGR
D3DFMT_UNKNOWN, // no ABGR
D3DFMT_UNKNOWN, // X1R5G5B5
};
const RageDisplay::RagePixelFormatDesc *RageDisplay_D3D::GetPixelFormatDesc(RagePixelFormat pf) const
{
ASSERT( pf < NUM_RagePixelFormat );
return &PIXEL_FORMAT_DESC[pf];
}
RageDisplay_D3D::RageDisplay_D3D()
{
}
static LocalizedString D3D_NOT_INSTALLED ( "RageDisplay_D3D", "DirectX 9.0c or greater is not installed. You can download it from:" );
const RString D3D_URL = "http://www.microsoft.com/en-us/download/details.aspx?id=8109";
static LocalizedString HARDWARE_ACCELERATION_NOT_AVAILABLE ( "RageDisplay_D3D",
"Your system is reporting that Direct3D hardware acceleration is not available. Please obtain an updated driver from your video card manufacturer." );
RString RageDisplay_D3D::Init( const VideoModeParams &p, bool /* bAllowUnacceleratedRenderer */ )
{
GraphicsWindow::Initialize( true );
LOG->Trace( "RageDisplay_D3D::RageDisplay_D3D()" );
LOG->MapLog("renderer", "Current renderer: Direct3D");
g_pd3d = Direct3DCreate9(D3D_SDK_VERSION);
if(!g_pd3d)
{
LOG->Trace( "Direct3DCreate9 failed" );
return D3D_NOT_INSTALLED.GetValue();
}
if( FAILED( g_pd3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &g_DeviceCaps) ) )
return HARDWARE_ACCELERATION_NOT_AVAILABLE.GetValue();
D3DADAPTER_IDENTIFIER9 identifier;
g_pd3d->GetAdapterIdentifier( D3DADAPTER_DEFAULT, 0, &identifier );
LOG->Trace(
"Driver: %s\n"
"Description: %s\n"
"Max texture size: %d\n"
"Alpha in palette: %s\n",
identifier.Driver,
identifier.Description,
g_DeviceCaps.MaxTextureWidth,
(g_DeviceCaps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) ? "yes" : "no" );
LOG->Trace( "This display adaptor supports the following modes:" );
D3DDISPLAYMODE mode;
UINT modeCount = g_pd3d->GetAdapterModeCount(D3DADAPTER_DEFAULT, g_DefaultAdapterFormat);
for( UINT u=0; u < modeCount; u++ )
if( SUCCEEDED( g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat, u, &mode ) ) )
LOG->Trace( " %ux%u %uHz, format %d", mode.Width, mode.Height, mode.RefreshRate, mode.Format );
g_PaletteIndex.clear();
for( int i = 0; i < 256; ++i )
g_PaletteIndex.push_back(i);
// Save the original desktop format.
g_pd3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &g_DesktopMode );
/* Up until now, all we've done is set up g_pd3d and do some queries. Now,
* actually initialize the window. Do this after as many error conditions as
* possible, because if we have to shut it down again we'll flash a window briefly. */
bool bIgnore = false;
return SetVideoMode( p, bIgnore );
}
RageDisplay_D3D::~RageDisplay_D3D()
{
LOG->Trace( "RageDisplay_D3D::~RageDisplay()" );
GraphicsWindow::Shutdown();
if( g_pd3dDevice )
{
g_pd3dDevice->Release();
g_pd3dDevice = NULL;
}
if( g_pd3d )
{
g_pd3d->Release();
g_pd3d = NULL;
}
/* Even after we call Release(), D3D may still affect our window. It seems
* to subclass the window, and never release it. Free the DLL after
* destroying the window. */
if( g_D3D9_Module )
{
FreeLibrary( g_D3D9_Module );
g_D3D9_Module = NULL;
}
}
void RageDisplay_D3D::GetDisplayResolutions( DisplayResolutions &out ) const
{
out.clear();
int iCnt = g_pd3d->GetAdapterModeCount( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat );
for( int i = 0; i < iCnt; ++i )
{
D3DDISPLAYMODE mode;
g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat, i, &mode );
DisplayResolution res = { mode.Width, mode.Height };
out.insert( res );
}
}
D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP)
{
HRESULT hr;
// If windowed, then bpp is ignored. Use whatever works.
vector<D3DFORMAT> vBackBufferFormats; // throw all possibilities in here
// When windowed, add all formats; otherwise add only formats that match dwBPP.
if( iBPP == 16 || bWindowed )
{
vBackBufferFormats.push_back( D3DFMT_R5G6B5 );
vBackBufferFormats.push_back( D3DFMT_X1R5G5B5 );
vBackBufferFormats.push_back( D3DFMT_A1R5G5B5 );
}
if( iBPP == 32 || bWindowed )
{
vBackBufferFormats.push_back( D3DFMT_R8G8B8 );
vBackBufferFormats.push_back( D3DFMT_X8R8G8B8 );
vBackBufferFormats.push_back( D3DFMT_A8R8G8B8 );
}
if( !bWindowed && iBPP != 16 && iBPP != 32 )
{
GraphicsWindow::Shutdown();
RageException::Throw( "Invalid BPP '%i' specified", iBPP );
}
// Test each back buffer format until we find something that works.
for( unsigned i=0; i < vBackBufferFormats.size(); i++ )
{
D3DFORMAT fmtBackBuffer = vBackBufferFormats[i];
D3DFORMAT fmtDisplay;
if( bWindowed )
fmtDisplay = g_DesktopMode.Format;
else // Fullscreen
fmtDisplay = vBackBufferFormats[i];
LOG->Trace( "Testing format: display %d, back buffer %d, windowed %d...",
fmtDisplay, fmtBackBuffer, bWindowed );
hr = g_pd3d->CheckDeviceType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
fmtDisplay, fmtBackBuffer, bWindowed );
if( FAILED(hr) )
continue; // skip
// done searching
LOG->Trace( "This will work." );
return fmtBackBuffer;
}
LOG->Trace( "Couldn't find an appropriate back buffer format." );
return D3DFMT_UNKNOWN;
}
RString SetD3DParams( bool &bNewDeviceOut )
{
if( g_pd3dDevice == NULL ) // device is not yet created. We need to create it
{
bNewDeviceOut = true;
HRESULT hr = g_pd3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
GraphicsWindow::GetHwnd(),
D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,
&g_d3dpp,
&g_pd3dDevice );
if( FAILED(hr) )
{
// Likely D3D_ERR_INVALIDCALL. The driver probably doesn't support this video mode.
return ssprintf( "CreateDevice failed: '%s'", GetErrorString(hr).c_str() );
}
}
else
{
bNewDeviceOut = false;
//LOG->Warn( "Resetting D3D device" );
HRESULT hr = g_pd3dDevice->Reset( &g_d3dpp );
if( FAILED(hr) )
{
// Likely D3D_ERR_INVALIDCALL. The driver probably doesn't support this video mode.
return ssprintf("g_pd3dDevice->Reset failed: '%s'", GetErrorString(hr).c_str() );
}
}
g_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
// Palettes were lost by Reset(), so mark them unloaded.
g_TexResourceToPaletteIndex.clear();
return RString();
}
// If the given parameters have failed, try to lower them.
static bool D3DReduceParams( D3DPRESENT_PARAMETERS *pp )
{
D3DDISPLAYMODE current;
current.Format = pp->BackBufferFormat;
current.Height = pp->BackBufferHeight;
current.Width = pp->BackBufferWidth;
current.RefreshRate = pp->FullScreen_RefreshRateInHz;
const int iCnt = g_pd3d->GetAdapterModeCount( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat );
int iBest = -1;
int iBestScore = 0;
LOG->Trace( "cur: %ux%u %uHz, format %i", current.Width, current.Height, current.RefreshRate, current.Format );
for( int i = 0; i < iCnt; ++i )
{
D3DDISPLAYMODE mode;
g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat, i, &mode );
// Never change the format.
if( mode.Format != current.Format )
continue;
// Never increase the parameters.
if( mode.Height > current.Height || mode.Width > current.Width || mode.RefreshRate > current.RefreshRate )
continue;
// Never go below 640x480 unless we already are.
if( (current.Width >= 640 && current.Height >= 480) && (mode.Width < 640 || mode.Height < 480) )
continue;
// Never go below 60Hz.
if( mode.RefreshRate && mode.RefreshRate < 60 )
continue;
/* If mode.RefreshRate is 0, it means "default". We don't know what
* that means; assume it's 60Hz. */
// Higher scores are better.
int iScore = 0;
if( current.RefreshRate >= 70 && mode.RefreshRate < 70 )
{
/* Top priority: we really want to avoid dropping to a refresh rate
* that's below 70Hz. */
iScore -= 100000;
}
else if( mode.RefreshRate < current.RefreshRate )
{
/* Low priority: We're lowering the refresh rate, but not too far.
* current.RefreshRate might be 0, in which case this simply gives
* points for higher refresh rates. */
iScore += (mode.RefreshRate - current.RefreshRate);
}
// Medium priority:
int iResolutionDiff = (current.Height - mode.Height) + (current.Width - mode.Width);
iScore -= iResolutionDiff * 100;
if( iBest == -1 || iScore > iBestScore )
{
iBest = i;
iBestScore = iScore;
}
LOG->Trace( "try: %ux%u %uHz, format %i: score %i", mode.Width, mode.Height, mode.RefreshRate, mode.Format, iScore );
}
if( iBest == -1 )
return false;
D3DDISPLAYMODE BestMode;
g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, g_DefaultAdapterFormat, iBest, &BestMode );
pp->BackBufferHeight = BestMode.Height;
pp->BackBufferWidth = BestMode.Width;
pp->FullScreen_RefreshRateInHz = BestMode.RefreshRate;
return true;
}
static void SetPresentParametersFromVideoModeParams( const VideoModeParams &p, D3DPRESENT_PARAMETERS *pD3Dpp )
{
ZERO( *pD3Dpp );
pD3Dpp->BackBufferWidth = p.width;
pD3Dpp->BackBufferHeight = p.height;
pD3Dpp->BackBufferFormat = FindBackBufferType( p.windowed, p.bpp );
pD3Dpp->BackBufferCount = 1;
pD3Dpp->MultiSampleType = D3DMULTISAMPLE_NONE;
pD3Dpp->SwapEffect = D3DSWAPEFFECT_DISCARD;
pD3Dpp->hDeviceWindow = GraphicsWindow::GetHwnd();
pD3Dpp->Windowed = p.windowed;
pD3Dpp->EnableAutoDepthStencil = TRUE;
pD3Dpp->AutoDepthStencilFormat = D3DFMT_D16;
if( p.windowed )
pD3Dpp->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
else
pD3Dpp->PresentationInterval = p.vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
pD3Dpp->FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
if( !p.windowed && p.rate != REFRESH_DEFAULT )
pD3Dpp->FullScreen_RefreshRateInHz = p.rate;
pD3Dpp->Flags = 0;
LOG->Trace( "Present Parameters: %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d",
pD3Dpp->BackBufferWidth, pD3Dpp->BackBufferHeight, pD3Dpp->BackBufferFormat,
pD3Dpp->BackBufferCount,
pD3Dpp->MultiSampleType, pD3Dpp->SwapEffect, pD3Dpp->hDeviceWindow,
pD3Dpp->Windowed, pD3Dpp->EnableAutoDepthStencil, pD3Dpp->AutoDepthStencilFormat,
pD3Dpp->Flags, pD3Dpp->FullScreen_RefreshRateInHz,
pD3Dpp->PresentationInterval
);
}
// Set the video mode.
RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDeviceOut )
{
VideoModeParams p = _p;
LOG->Warn( "RageDisplay_D3D::TryVideoMode( %d, %d, %d, %d, %d, %d )", p.windowed, p.width, p.height, p.bpp, p.rate, p.vsync );
if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats
return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode
/* Set up and display the window before setting up D3D. If we don't do this,
* then setting up a fullscreen window (when we're not coming from windowed)
* causes all other windows on the system to be resized to the new resolution. */
GraphicsWindow::CreateGraphicsWindow( p );
SetPresentParametersFromVideoModeParams( p, &g_d3dpp );
// Display the window immediately, so we don't display the desktop ...
while( 1 )
{
// Try the video mode.
RString sErr = SetD3DParams( bNewDeviceOut );
if( sErr.empty() )
break;
/* It failed. We're probably selecting a video mode that isn't supported.
* If we're fullscreen, search the mode list and find the nearest lower mode. */
if( p.windowed || !D3DReduceParams( &g_d3dpp ) )
return sErr;
// Store the new settings we're about to try.
p.height = g_d3dpp.BackBufferHeight;
p.width = g_d3dpp.BackBufferWidth;
if( g_d3dpp.FullScreen_RefreshRateInHz == D3DPRESENT_RATE_DEFAULT )
p.rate = REFRESH_DEFAULT;
else
p.rate = g_d3dpp.FullScreen_RefreshRateInHz;
}
/* Call this again after changing the display mode. If we're going to a window
* from fullscreen, the first call can't set a larger window than the old
* fullscreen resolution or set the window position. */
GraphicsWindow::CreateGraphicsWindow( p );
ResolutionChanged();
return RString(); // mode change successful
}
void RageDisplay_D3D::ResolutionChanged()
{
//LOG->Warn( "RageDisplay_D3D::ResolutionChanged" );
RageDisplay::ResolutionChanged();
}
int RageDisplay_D3D::GetMaxTextureSize() const
{
return g_DeviceCaps.MaxTextureWidth;
}
bool RageDisplay_D3D::BeginFrame()
{
GraphicsWindow::Update();
switch( g_pd3dDevice->TestCooperativeLevel() )
{
case D3DERR_DEVICELOST:
return false;
case D3DERR_DEVICENOTRESET:
{
bool bIgnore = false;
RString sError = SetD3DParams( bIgnore );
if( sError != "" )
RageException::Throw( sError );
break;
}
}
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
g_pd3dDevice->BeginScene();
return RageDisplay::BeginFrame();
}
static RageTimer g_LastFrameEndedAt( RageZeroTimer );
void RageDisplay_D3D::EndFrame()
{
g_pd3dDevice->EndScene();
FrameLimitBeforeVsync( GetActualVideoModeParams().rate );
g_pd3dDevice->Present( 0, 0, 0, 0 );
FrameLimitAfterVsync();
RageDisplay::EndFrame();
}
bool RageDisplay_D3D::SupportsTextureFormat( RagePixelFormat pixfmt, bool realtime )
{
// Some cards (Savage) don't support alpha in palettes.
// Don't allow paletted textures if this is the case.
if( pixfmt == RagePixelFormat_PAL && !(g_DeviceCaps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) )
return false;
if( D3DFORMATS[pixfmt] == D3DFMT_UNKNOWN )
return false;
D3DFORMAT d3dfmt = D3DFORMATS[pixfmt];
HRESULT hr = g_pd3d->CheckDeviceFormat(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
g_d3dpp.BackBufferFormat,
0,
D3DRTYPE_TEXTURE,
d3dfmt);
return SUCCEEDED( hr );
}
bool RageDisplay_D3D::SupportsThreadedRendering()
{
return true;
}
RageSurface* RageDisplay_D3D::CreateScreenshot()
{
RageSurface * result = NULL;
// Get the back buffer.
IDirect3DSurface9* pSurface;
if( SUCCEEDED( g_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface ) ) )
{
// Get the back buffer description.
D3DSURFACE_DESC desc;
pSurface->GetDesc( &desc );
// Copy the back buffer into a surface of a type we support.
IDirect3DSurface9* pCopy;
if( SUCCEEDED( g_pd3dDevice->CreateOffscreenPlainSurface( desc.Width, desc.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &pCopy, NULL ) ) )
{
if( SUCCEEDED( D3DXLoadSurfaceFromSurface( pCopy, NULL, NULL, pSurface, NULL, NULL, D3DX_FILTER_NONE, 0) ) )
{
// Update desc from the copy.
pCopy->GetDesc( &desc );
D3DLOCKED_RECT lr;
{
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = desc.Width;
rect.bottom = desc.Height;
pCopy->LockRect( &lr, &rect, D3DLOCK_READONLY );
}
RageSurface *surface = CreateSurfaceFromPixfmt( RagePixelFormat_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch);
ASSERT( surface != NULL );
// We need to make a copy, since lr.pBits will go away when we call UnlockRect().
result =
CreateSurface( surface->w, surface->h,
surface->format->BitsPerPixel,
surface->format->Rmask, surface->format->Gmask,
surface->format->Bmask, surface->format->Amask );
RageSurfaceUtils::CopySurface( surface, result );
delete surface;
pCopy->UnlockRect();
}
pCopy->Release();
}
pSurface->Release();
}
return result;
}
VideoModeParams RageDisplay_D3D::GetActualVideoModeParams() const
{
VideoModeParams p = GraphicsWindow::GetParams();
return p;
}
void RageDisplay_D3D::SendCurrentMatrices()
{
RageMatrix m;
RageMatrixMultiply( &m, GetCentering(), GetProjectionTop() );
// Convert to OpenGL-style "pixel-centered" coords
RageMatrix m2 = GetCenteringMatrix( -0.5f, -0.5f, 0, 0 );
RageMatrix projection;
RageMatrixMultiply( &projection, &m2, &m );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)&projection );
g_pd3dDevice->SetTransform( D3DTS_VIEW, (D3DMATRIX*)GetViewTop() );
g_pd3dDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)GetWorldTop() );
FOREACH_ENUM( TextureUnit, tu )
{
// Optimization opportunity: Turn off texture transform if not using texture coords.
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
// If no texture is set for this texture unit, don't bother setting it up.
IDirect3DBaseTexture9* pTexture = NULL;
g_pd3dDevice->GetTexture( tu, &pTexture );
if( pTexture == NULL )
continue;
pTexture->Release();
if( g_bSphereMapping[tu] )
{
static const RageMatrix tex = RageMatrix
(
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f
);
g_pd3dDevice->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+tu), (D3DMATRIX*)&tex );
// Tell D3D to use transformed reflection vectors as texture co-ordinate 0
// and then transform this coordinate by the specified texture matrix.
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
}
else
{
/* Direct3D is expecting a 3x3 matrix loaded into the 4x4 in order
* to transform the 2-component texture coordinates. We currently
* only use translate and scale, and ignore the z component entirely,
* so convert the texture matrix from 4x4 to 3x3 by dropping z. */
const RageMatrix &tex1 = *GetTextureTop();
const RageMatrix tex2 = RageMatrix
(
tex1.m[0][0], tex1.m[0][1], tex1.m[0][3], 0,
tex1.m[1][0], tex1.m[1][1], tex1.m[1][3], 0,
tex1.m[3][0], tex1.m[3][1], tex1.m[3][3], 0,
0, 0, 0, 0
);
g_pd3dDevice->SetTransform( D3DTRANSFORMSTATETYPE(D3DTS_TEXTURE0+tu), (D3DMATRIX*)&tex2 );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
}
}
}
class RageCompiledGeometrySWD3D : public RageCompiledGeometry
{
public:
void Allocate( const vector<msMesh> &vMeshes )
{
m_vVertex.resize( max(1u, GetTotalVertices()) );
m_vTriangles.resize( max(1u, GetTotalTriangles()) );
}
void Change( const vector<msMesh> &vMeshes )
{
for( unsigned i=0; i<vMeshes.size(); i++ )
{
const MeshInfo& meshInfo = m_vMeshInfo[i];
const msMesh& mesh = vMeshes[i];
const vector<RageModelVertex> &Vertices = mesh.Vertices;
const vector<msTriangle> &Triangles = mesh.Triangles;
for( unsigned j=0; j<Vertices.size(); j++ )
m_vVertex[meshInfo.iVertexStart+j] = Vertices[j];
for( unsigned j=0; j<Triangles.size(); j++ )
for( unsigned k=0; k<3; k++ )
m_vTriangles[meshInfo.iTriangleStart+j].nVertexIndices[k] = (uint16_t) meshInfo.iVertexStart + Triangles[j].nVertexIndices[k];
}
}
void Draw( int iMeshIndex ) const
{
const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex];
if( meshInfo.m_bNeedsTextureMatrixScale )
{
// Kill the texture translation.
// XXX: Change me to scale the translation by the TextureTranslationScale of the first vertex.
RageMatrix m;
g_pd3dDevice->GetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)&m );
m.m[2][0] = 0;
m.m[2][1] = 0;
g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)&m );
}
g_pd3dDevice->SetFVF( D3DFVF_RageModelVertex );
g_pd3dDevice->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST, // PrimitiveType
meshInfo.iVertexStart, // MinIndex
meshInfo.iVertexCount, // NumVertices
meshInfo.iTriangleCount, // PrimitiveCount,
&m_vTriangles[0]+meshInfo.iTriangleStart,// pIndexData,
D3DFMT_INDEX16, // IndexDataFormat,
&m_vVertex[0], // pVertexStreamZeroData,
sizeof(m_vVertex[0]) // VertexStreamZeroStride
);
}
protected:
vector<RageModelVertex> m_vVertex;
vector<msTriangle> m_vTriangles;
};
RageCompiledGeometry* RageDisplay_D3D::CreateCompiledGeometry()
{
return new RageCompiledGeometrySWD3D;
}
void RageDisplay_D3D::DeleteCompiledGeometry( RageCompiledGeometry* p )
{
delete p;
}
void RageDisplay_D3D::DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts )
{
// there isn't a quad primitive in D3D, so we have to fake it with indexed triangles
int iNumQuads = iNumVerts/4;
int iNumTriangles = iNumQuads*2;
int iNumIndices = iNumTriangles*3;
// make a temporary index buffer
static vector<uint16_t> vIndices;
unsigned uOldSize = vIndices.size();
unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
vIndices.resize( uNewSize );
for( uint16_t i=(uint16_t)uOldSize/6; i<(uint16_t)iNumQuads; i++ )
{
vIndices[i*6+0] = i*4+0;
vIndices[i*6+1] = i*4+1;
vIndices[i*6+2] = i*4+2;
vIndices[i*6+3] = i*4+2;
vIndices[i*6+4] = i*4+3;
vIndices[i*6+5] = i*4+0;
}
g_pd3dDevice->SetFVF( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST, // PrimitiveType
0, // MinIndex
iNumVerts, // NumVertices
iNumTriangles, // PrimitiveCount,
&vIndices[0], // pIndexData,
D3DFMT_INDEX16, // IndexDataFormat,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex) // VertexStreamZeroStride
);
}
void RageDisplay_D3D::DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts )
{
// there isn't a quad strip primitive in D3D, so we have to fake it with indexed triangles
int iNumQuads = (iNumVerts-2)/2;
int iNumTriangles = iNumQuads*2;
int iNumIndices = iNumTriangles*3;
// make a temporary index buffer
static vector<uint16_t> vIndices;
unsigned uOldSize = vIndices.size();
unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
vIndices.resize( uNewSize );
for( uint16_t i=(uint16_t)uOldSize/6; i<(uint16_t)iNumQuads; i++ )
{
vIndices[i*6+0] = i*2+0;
vIndices[i*6+1] = i*2+1;
vIndices[i*6+2] = i*2+2;
vIndices[i*6+3] = i*2+1;
vIndices[i*6+4] = i*2+2;
vIndices[i*6+5] = i*2+3;
}
g_pd3dDevice->SetFVF( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST, // PrimitiveType
0, // MinIndex
iNumVerts, // NumVertices
iNumTriangles, // PrimitiveCount,
&vIndices[0], // pIndexData,
D3DFMT_INDEX16, // IndexDataFormat,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex) // VertexStreamZeroStride
);
}
void RageDisplay_D3D::DrawSymmetricQuadStripInternal( const RageSpriteVertex v[], int iNumVerts )
{
int iNumPieces = (iNumVerts-3)/3;
int iNumTriangles = iNumPieces*4;
int iNumIndices = iNumTriangles*3;
// make a temporary index buffer
static vector<uint16_t> vIndices;
unsigned uOldSize = vIndices.size();
unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
vIndices.resize( uNewSize );
for( uint16_t i=(uint16_t)uOldSize/12; i<(uint16_t)iNumPieces; i++ )
{
// { 1, 3, 0 } { 1, 4, 3 } { 1, 5, 4 } { 1, 2, 5 }
vIndices[i*12+0] = i*3+1;
vIndices[i*12+1] = i*3+3;
vIndices[i*12+2] = i*3+0;
vIndices[i*12+3] = i*3+1;
vIndices[i*12+4] = i*3+4;
vIndices[i*12+5] = i*3+3;
vIndices[i*12+6] = i*3+1;
vIndices[i*12+7] = i*3+5;
vIndices[i*12+8] = i*3+4;
vIndices[i*12+9] = i*3+1;
vIndices[i*12+10] = i*3+2;
vIndices[i*12+11] = i*3+5;
}
g_pd3dDevice->SetFVF( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST, // PrimitiveType
0, // MinIndex
iNumVerts, // NumVertices
iNumTriangles, // PrimitiveCount,
&vIndices[0], // pIndexData,
D3DFMT_INDEX16, // IndexDataFormat,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex) // VertexStreamZeroStride
);
}
void RageDisplay_D3D::DrawFanInternal( const RageSpriteVertex v[], int iNumVerts )
{
g_pd3dDevice->SetFVF( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawPrimitiveUP(
D3DPT_TRIANGLEFAN, // PrimitiveType
iNumVerts-2, // PrimitiveCount,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex)
);
}
void RageDisplay_D3D::DrawStripInternal( const RageSpriteVertex v[], int iNumVerts )
{
g_pd3dDevice->SetFVF( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawPrimitiveUP(
D3DPT_TRIANGLESTRIP, // PrimitiveType
iNumVerts-2, // PrimitiveCount,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex)
);
}
void RageDisplay_D3D::DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts )
{
g_pd3dDevice->SetFVF( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawPrimitiveUP(
D3DPT_TRIANGLELIST, // PrimitiveType
iNumVerts/3, // PrimitiveCount,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex)
);
}
void RageDisplay_D3D::DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex )
{
SendCurrentMatrices();
/* If lighting is off, then the current material will have no effect. We
* want to still be able to color models with lighting off, so shove the
* material color in texture factor and modify the texture stage to use it
* instead of the vertex color (our models don't have vertex coloring anyway). */
DWORD bLighting;
g_pd3dDevice->GetRenderState( D3DRS_LIGHTING, &bLighting );
if( !bLighting )
{
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
}
p->Draw( iMeshIndex );
if( !bLighting )
{
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
}
}
/* Use the default poly-based implementation. D3D lines apparently don't support
* AA with greater-than-one widths. */
/*
void RageDisplay_D3D::DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth )
{
ASSERT( iNumVerts >= 2 );
g_pd3dDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&LineWidth) ); // funky cast. See D3DRENDERSTATETYPE doc
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
SendCurrentMatrices();
g_pd3dDevice->DrawPrimitiveUP(
D3DPT_LINESTRIP, // PrimitiveType
iNumVerts-1, // PrimitiveCount,
v, // pVertexStreamZeroData,
sizeof(RageSpriteVertex)
);
StatsAddVerts( iNumVerts );
}
*/
void RageDisplay_D3D::ClearAllTextures()
{
FOREACH_ENUM( TextureUnit, i )
SetTexture( i, 0 );
}
int RageDisplay_D3D::GetNumTextureUnits()
{
return g_DeviceCaps.MaxSimultaneousTextures;
}
void RageDisplay_D3D::SetTexture( TextureUnit tu, unsigned iTexture )
{
// g_DeviceCaps.MaxSimultaneousTextures = 1;
if( tu >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
return;
if( iTexture == 0 )
{
g_pd3dDevice->SetTexture( tu, NULL );
/* Intentionally commented out. Don't mess with texture stage state
* when just setting the texture. Model sets its texture modes before
* setting the final texture. */
//g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_DISABLE );
}
else
{
IDirect3DTexture9* pTex = (IDirect3DTexture9*) iTexture;
g_pd3dDevice->SetTexture( tu, pTex );
/* Intentionally commented out. Don't mess with texture stage state
* when just setting the texture. Model sets its texture modes before
* setting the final texture. */
//g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_MODULATE );
// Set palette (if any)
SetPalette( iTexture );
}
}
void RageDisplay_D3D::SetTextureMode( TextureUnit tu, TextureMode tm )
{
if( tu >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
return;
switch( tm )
{
case TextureMode_Modulate:
// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
break;
case TextureMode_Add:
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_ADD );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
break;
case TextureMode_Glow:
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
break;
}
}
void RageDisplay_D3D::SetTextureFiltering( TextureUnit tu, bool b )
{
if( tu >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
return;
g_pd3dDevice->SetSamplerState( tu, D3DSAMP_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
g_pd3dDevice->SetSamplerState( tu, D3DSAMP_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
}
void RageDisplay_D3D::SetBlendMode( BlendMode mode )
{
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
if( mode == BLEND_INVERT_DEST )
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT );
else
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
switch( mode )
{
case BLEND_NORMAL:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
break;
case BLEND_ADD:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
break;
case BLEND_MODULATE:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR );
break;
case BLEND_COPY_SRC:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
break;
/* Effects currently missing in D3D: BLEND_ALPHA_MASK, BLEND_ALPHA_KNOCK_OUT
* These two may require DirectX9 since D3DRS_SRCALPHA and D3DRS_DESTALPHA
* don't seem to exist in DX8. -aj */
case BLEND_ALPHA_MASK:
// RGB: iSourceRGB = GL_ZERO; iDestRGB = GL_ONE;
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
// Alpha: iSourceAlpha = GL_ZERO; iDestAlpha = GL_SRC_ALPHA;
/*
g_pd3dDevice->SetRenderState( D3DRS_SRCALPHA, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTALPHA, D3DBLEND_SRCALPHA );
*/
break;
case BLEND_ALPHA_KNOCK_OUT:
// RGB: iSourceRGB = GL_ZERO; iDestRGB = GL_ONE;
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
// Alpha: iSourceAlpha = GL_ZERO; iDestAlpha = GL_ONE_MINUS_SRC_ALPHA;
/*
g_pd3dDevice->SetRenderState( D3DRS_SRCBLENDALPHA, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA );
*/
break;
case BLEND_ALPHA_MULTIPLY:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
break;
case BLEND_WEIGHTED_MULTIPLY:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR );
break;
case BLEND_INVERT_DEST:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
break;
case BLEND_NO_EFFECT:
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
break;
default:
FAIL_M(ssprintf("Invalid BlendMode: %i", mode));
}
}
bool RageDisplay_D3D::IsZWriteEnabled() const
{
DWORD b;
g_pd3dDevice->GetRenderState( D3DRS_ZWRITEENABLE, &b );
return b!=0;
}
void RageDisplay_D3D::SetZBias( float f )
{
D3DVIEWPORT9 viewData;
g_pd3dDevice->GetViewport( &viewData );
viewData.MinZ = SCALE( f, 0.0f, 1.0f, 0.05f, 0.0f );
viewData.MaxZ = SCALE( f, 0.0f, 1.0f, 1.0f, 0.95f );
g_pd3dDevice->SetViewport( &viewData );
}
bool RageDisplay_D3D::IsZTestEnabled() const
{
DWORD b;
g_pd3dDevice->GetRenderState( D3DRS_ZFUNC, &b );
return b!=D3DCMP_ALWAYS;
}
void RageDisplay_D3D::SetZWrite( bool b )
{
g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, b );
}
void RageDisplay_D3D::SetZTestMode( ZTestMode mode )
{
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
DWORD dw;
switch( mode )
{
case ZTEST_OFF: dw = D3DCMP_ALWAYS; break;
case ZTEST_WRITE_ON_PASS: dw = D3DCMP_LESSEQUAL; break;
case ZTEST_WRITE_ON_FAIL: dw = D3DCMP_GREATER; break;
default:
dw = D3DCMP_NEVER;
FAIL_M(ssprintf("Invalid ZTestMode: %i", mode));
}
g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, dw );
}
void RageDisplay_D3D::ClearZBuffer()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
}
void RageDisplay_D3D::SetTextureWrapping( TextureUnit tu, bool b )
{
if( tu >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
return;
int mode = b ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
g_pd3dDevice->SetSamplerState( tu, D3DSAMP_ADDRESSU, mode );
g_pd3dDevice->SetSamplerState( tu, D3DSAMP_ADDRESSV, mode );
}
void RageDisplay_D3D::SetMaterial(
const RageColor &emissive,
const RageColor &ambient,
const RageColor &diffuse,
const RageColor &specular,
float shininess
)
{
/* If lighting is off, then the current material will have no effect.
* We want to still be able to color models with lighting off, so shove the
* material color in texture factor and modify the texture stage to use it
* instead of the vertex color (our models don't have vertex coloring anyway). */
DWORD bLighting;
g_pd3dDevice->GetRenderState( D3DRS_LIGHTING, &bLighting );
if( bLighting )
{
D3DMATERIAL9 mat;
memcpy( &mat.Diffuse, diffuse, sizeof(float)*4 );
memcpy( &mat.Ambient, ambient, sizeof(float)*4 );
memcpy( &mat.Specular, specular, sizeof(float)*4 );
memcpy( &mat.Emissive, emissive, sizeof(float)*4 );
mat.Power = shininess;
g_pd3dDevice->SetMaterial( &mat );
}
else
{
RageColor c = diffuse;
c.r += emissive.r + ambient.r;
c.g += emissive.g + ambient.g;
c.b += emissive.b + ambient.b;
RageVColor c2 = c;
DWORD c3 = *(DWORD*)&c2;
g_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, c3 );
}
}
void RageDisplay_D3D::SetLighting( bool b )
{
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, b );
}
void RageDisplay_D3D::SetLightOff( int index )
{
g_pd3dDevice->LightEnable( index, false );
}
void RageDisplay_D3D::SetLightDirectional(
int index,
const RageColor &ambient,
const RageColor &diffuse,
const RageColor &specular,
const RageVector3 &dir )
{
g_pd3dDevice->LightEnable( index, true );
D3DLIGHT9 light;
ZERO( light );
light.Type = D3DLIGHT_DIRECTIONAL;
/* Z for lighting is flipped for D3D compared to OpenGL.
* XXX: figure out exactly why this is needed. Our transforms are probably
* goofed up, but the Z test is the same for both API's, so I'm not sure
* why we don't see other weirdness. -Chris */
float position[] = { dir.x, dir.y, -dir.z };
memcpy( &light.Direction, position, sizeof(position) );
memcpy( &light.Diffuse, diffuse, sizeof(diffuse) );
memcpy( &light.Ambient, ambient, sizeof(ambient) );
memcpy( &light.Specular, specular, sizeof(specular) );
// Same as OpenGL defaults. Not used in directional lights.
// light.Attenuation0 = 1;
// light.Attenuation1 = 0;
// light.Attenuation2 = 0;
g_pd3dDevice->SetLight( index, &light );
}
void RageDisplay_D3D::SetCullMode( CullMode mode )
{
switch( mode )
{
case CULL_BACK:
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
break;
case CULL_FRONT:
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
break;
case CULL_NONE:
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
break;
default:
FAIL_M(ssprintf("Invalid CullMode: %i", mode));
}
}
void RageDisplay_D3D::DeleteTexture( unsigned iTexHandle )
{
if( iTexHandle == 0 )
return;
IDirect3DTexture9* pTex = (IDirect3DTexture9*) iTexHandle;
pTex->Release();
// Delete palette (if any)
if( g_TexResourceToPaletteIndex.find(iTexHandle) != g_TexResourceToPaletteIndex.end() )
g_TexResourceToPaletteIndex.erase( g_TexResourceToPaletteIndex.find(iTexHandle) );
if( g_TexResourceToTexturePalette.find(iTexHandle) != g_TexResourceToTexturePalette.end() )
g_TexResourceToTexturePalette.erase( g_TexResourceToTexturePalette.find(iTexHandle) );
}
unsigned RageDisplay_D3D::CreateTexture(
RagePixelFormat pixfmt,
RageSurface* img,
bool bGenerateMipMaps )
{
HRESULT hr;
IDirect3DTexture9* pTex;
hr = g_pd3dDevice->CreateTexture( power_of_two(img->w), power_of_two(img->h), 1, 0, D3DFORMATS[pixfmt], D3DPOOL_MANAGED, &pTex, NULL );
if( FAILED(hr) )
RageException::Throw( "CreateTexture(%i,%i,%s) failed: %s",
img->w, img->h, RagePixelFormatToString(pixfmt).c_str(), GetErrorString(hr).c_str() );
unsigned uTexHandle = (unsigned)pTex;
if( pixfmt == RagePixelFormat_PAL )
{
// Save palette
TexturePalette pal;
memset( pal.p, 0, sizeof(pal.p) );
for( int i=0; i<img->format->palette->ncolors; i++ )
{
RageSurfaceColor &c = img->format->palette->colors[i];
pal.p[i].peRed = c.r;
pal.p[i].peGreen = c.g;
pal.p[i].peBlue = c.b;
pal.p[i].peFlags = c.a;
}
ASSERT( g_TexResourceToTexturePalette.find(uTexHandle) == g_TexResourceToTexturePalette.end() );
g_TexResourceToTexturePalette[uTexHandle] = pal;
}
UpdateTexture( uTexHandle, img, 0, 0, img->w, img->h );
return uTexHandle;
}
void RageDisplay_D3D::UpdateTexture(
unsigned uTexHandle,
RageSurface* img,
int xoffset, int yoffset, int width, int height )
{
IDirect3DTexture9* pTex = (IDirect3DTexture9*)uTexHandle;
ASSERT( pTex != NULL );
RECT rect;
rect.left = xoffset;
rect.top = yoffset;
rect.right = width - xoffset;
rect.bottom = height - yoffset;
D3DLOCKED_RECT lr;
pTex->LockRect( 0, &lr, &rect, 0 );
D3DSURFACE_DESC desc;
pTex->GetLevelDesc(0, &desc);
ASSERT( xoffset+width <= int(desc.Width) );
ASSERT( yoffset+height <= int(desc.Height) );
// Copy bits
int texpixfmt;
for(texpixfmt = 0; texpixfmt < NUM_RagePixelFormat; ++texpixfmt)
if(D3DFORMATS[texpixfmt] == desc.Format) break;
ASSERT( texpixfmt != NUM_RagePixelFormat );
RageSurface *Texture = CreateSurfaceFromPixfmt(RagePixelFormat(texpixfmt), lr.pBits, width, height, lr.Pitch);
ASSERT( Texture != NULL );
RageSurfaceUtils::Blit( img, Texture, width, height );
delete Texture;
pTex->UnlockRect( 0 );
}
void RageDisplay_D3D::SetAlphaTest( bool b )
{
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, b );
g_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0 );
g_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATER );
}
RageMatrix RageDisplay_D3D::GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf )
{
RageMatrix m = RageDisplay::GetOrthoMatrix( l, r, b, t, zn, zf );
// Convert from OpenGL's [-1,+1] Z values to D3D's [0,+1].
RageMatrix tmp;
RageMatrixScaling( &tmp, 1, 1, 0.5f );
RageMatrixMultiply( &m, &tmp, &m );
RageMatrixTranslation( &tmp, 0, 0, 0.5f );
RageMatrixMultiply( &m, &tmp, &m );
return m;
}
void RageDisplay_D3D::SetSphereEnvironmentMapping( TextureUnit tu, bool b )
{
g_bSphereMapping[tu] = b;
}
void RageDisplay_D3D::SetCelShaded( int stage )
{
// todo: implement me!
}
/*
* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/