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|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_DIRECT3D9)
#include "D3D9Renderer.h"
#include <RendererDesc.h>
#include <RendererProjection.h>
#include <RendererVertexBufferDesc.h>
#include "D3D9RendererVertexBuffer.h"
#include <RendererIndexBufferDesc.h>
#include "D3D9RendererIndexBuffer.h"
#include <RendererInstanceBufferDesc.h>
#include "D3D9RendererInstanceBuffer.h"
#include <RendererMeshDesc.h>
#include <RendererMeshContext.h>
#include "D3D9RendererMesh.h"
#include <RendererMaterialDesc.h>
#include <RendererMaterialInstance.h>
#include "D3D9RendererMaterial.h"
#include <RendererLightDesc.h>
#include <RendererDirectionalLightDesc.h>
#include "D3D9RendererDirectionalLight.h"
#include <RendererSpotLightDesc.h>
#include "D3D9RendererSpotLight.h"
#include <RendererTexture2DDesc.h>
#include "D3D9RendererTexture2D.h"
#include <RendererTargetDesc.h>
#include "D3D9RendererTarget.h"
#include <SamplePlatform.h>
using namespace SampleRenderer;
void SampleRenderer::convertToD3D9(D3DCOLOR &dxcolor, const RendererColor &color)
{
const float inv255 = 1.0f / 255.0f;
dxcolor = D3DXCOLOR(color.r*inv255, color.g*inv255, color.b*inv255, color.a*inv255);
}
void SampleRenderer::convertToD3D9(float *dxvec, const PxVec3 &vec)
{
dxvec[0] = vec.x;
dxvec[1] = vec.y;
dxvec[2] = vec.z;
}
void SampleRenderer::convertToD3D9(D3DMATRIX &dxmat, const physx::PxMat44 &mat)
{
PxMat44 mat44 = mat.getTranspose();
memcpy(&dxmat._11, mat44.front(), 4 * 4 * sizeof (float));
}
void SampleRenderer::convertToD3D9(D3DMATRIX &dxmat, const RendererProjection &mat)
{
float temp[16];
mat.getColumnMajor44(temp);
for(PxU32 r=0; r<4; r++)
for(PxU32 c=0; c<4; c++)
{
dxmat.m[r][c] = temp[c*4+r];
}
}
/******************************
* D3D9Renderer::D3DXInterface *
******************************/
D3D9Renderer::D3DXInterface::D3DXInterface(void)
{
memset(this, 0, sizeof(*this));
#if defined(RENDERER_WINDOWS)
#define D3DX_DLL "d3dx9_" RENDERER_TEXT2(D3DX_SDK_VERSION) ".dll"
m_library = LoadLibraryA(D3DX_DLL);
if(!m_library)
{
MessageBoxA(0, "Unable to load " D3DX_DLL ". Please install the latest DirectX End User Runtime available at www.microsoft.com/directx.", "Renderer Error.", MB_OK);
}
if(m_library)
{
#define FIND_D3DX_FUNCTION(_name) \
m_##_name = (LP##_name)GetProcAddress(m_library, #_name); \
RENDERER_ASSERT(m_##_name, "Unable to find D3DX9 Function " #_name " in " D3DX_DLL ".");
FIND_D3DX_FUNCTION(D3DXCompileShaderFromFileA)
FIND_D3DX_FUNCTION(D3DXGetVertexShaderProfile)
FIND_D3DX_FUNCTION(D3DXGetPixelShaderProfile)
FIND_D3DX_FUNCTION(D3DXSaveSurfaceToFileInMemory)
FIND_D3DX_FUNCTION(D3DXCreateBuffer)
FIND_D3DX_FUNCTION(D3DXSaveSurfaceToFileA)
FIND_D3DX_FUNCTION(D3DXGetShaderConstantTable)
#undef FIND_D3DX_FUNCTION
}
#define D3DCOMPILER_DLL "D3DCompiler_" RENDERER_TEXT2(D3DX_SDK_VERSION) ".dll"
m_compiler_library = LoadLibraryA(D3DCOMPILER_DLL);
if(!m_library)
{
MessageBoxA(0, "Unable to load " D3DCOMPILER_DLL ". Please install the latest DirectX End User Runtime available at www.microsoft.com/directx.", "Renderer Error.", MB_OK);
}
#undef D3DX_DLL
#endif
}
D3D9Renderer::D3DXInterface::~D3DXInterface(void)
{
#if defined(RENDERER_WINDOWS)
if(m_library)
{
FreeLibrary(m_library);
m_library = 0;
FreeLibrary(m_compiler_library);
m_compiler_library = 0;
}
#endif
}
#if defined(RENDERER_WINDOWS)
#define CALL_D3DX_FUNCTION(_name, _params) if(m_##_name) result = m_##_name _params;
#else
#define CALL_D3DX_FUNCTION(_name, _params) result = _name _params;
#endif
HRESULT D3D9Renderer::D3DXInterface::CompileShaderFromFileA(LPCSTR srcFile, CONST D3DXMACRO *defines, LPD3DXINCLUDE include, LPCSTR functionName, LPCSTR profile, DWORD flags, LPD3DXBUFFER *shader, LPD3DXBUFFER *errorMsgs, LPD3DXCONSTANTTABLE *constantTable)
{
HRESULT result = D3DERR_NOTAVAILABLE;
CALL_D3DX_FUNCTION(D3DXCompileShaderFromFileA, (srcFile, defines, include, functionName, profile, flags, shader, errorMsgs, constantTable));
return result;
}
HRESULT D3D9Renderer::D3DXInterface::GetShaderConstantTable(const DWORD* pFunction, LPD3DXCONSTANTTABLE *constantTable)
{
HRESULT result = D3DERR_NOTAVAILABLE;
CALL_D3DX_FUNCTION(D3DXGetShaderConstantTable, (pFunction, constantTable));
return result;
}
HRESULT D3D9Renderer::D3DXInterface::SaveSurfaceToFileA( LPCSTR pDestFile, D3DXIMAGE_FILEFORMAT DestFormat, LPDIRECT3DSURFACE9 pSrcSurface, CONST PALETTEENTRY* pSrcPalette, CONST RECT* pSrcRect)
{
HRESULT result = D3DERR_NOTAVAILABLE;
CALL_D3DX_FUNCTION(D3DXSaveSurfaceToFileA, (pDestFile, DestFormat, pSrcSurface, pSrcPalette, pSrcRect));
return result;
}
LPCSTR D3D9Renderer::D3DXInterface::GetVertexShaderProfile(LPDIRECT3DDEVICE9 device)
{
LPCSTR result = 0;
CALL_D3DX_FUNCTION(D3DXGetVertexShaderProfile, (device));
return result;
}
LPCSTR D3D9Renderer::D3DXInterface::GetPixelShaderProfile(LPDIRECT3DDEVICE9 device)
{
LPCSTR result = 0;
CALL_D3DX_FUNCTION(D3DXGetPixelShaderProfile, (device));
return result;
}
HRESULT D3D9Renderer::D3DXInterface::SaveSurfaceToFileInMemory(LPD3DXBUFFER *ppDestBuf, D3DXIMAGE_FILEFORMAT DestFormat, LPDIRECT3DSURFACE9 pSrcSurface, const PALETTEENTRY *pSrcPalette, const RECT *pSrcRect)
{
HRESULT result = D3DERR_NOTAVAILABLE;
CALL_D3DX_FUNCTION(D3DXSaveSurfaceToFileInMemory, (ppDestBuf, DestFormat, pSrcSurface, pSrcPalette, pSrcRect));
return result;
}
HRESULT D3D9Renderer::D3DXInterface::CreateBuffer(DWORD NumBytes, LPD3DXBUFFER *ppBuffer)
{
HRESULT result = D3DERR_NOTAVAILABLE;
CALL_D3DX_FUNCTION(D3DXCreateBuffer, (NumBytes, ppBuffer));
return result;
}
#undef CALL_D3DX_FUNCTION
/**********************************
* D3D9Renderer::ShaderEnvironment *
**********************************/
D3D9Renderer::ShaderEnvironment::ShaderEnvironment(void)
{
memset(this, 0, sizeof(*this));
}
/***************
* D3D9Renderer *
***************/
D3D9Renderer::D3D9Renderer(IDirect3D9* inDirect3d, const char* devName, PxU32 dispWidth, PxU32 dispHeight, IDirect3DDevice9* inDevice, bool inIsDeviceEx, const char* assetDir)
: Renderer( DRIVER_DIRECT3D9, NULL, assetDir )
{
initialize(inIsDeviceEx);
m_d3d = inDirect3d;
strcpy_s( m_deviceName, 256, devName );
m_displayWidth = dispWidth;
m_displayHeight = dispHeight;
m_d3dDevice = inDevice;
//Users must call
// checkResize(false);
// onDeviceReset();
}
void D3D9Renderer::initialize( bool isDeviceEx )
{
m_textVDecl = NULL;
m_useShadersForTextRendering = true;
m_pixelCenterOffset = 0.5f;
m_displayWidth = 0;
m_displayHeight = 0;
m_displayBuffer = 0;
m_d3d = 0;
m_d3dDevice = 0;
m_d3dDepthStencilSurface = 0;
m_d3dSurface = 0;
m_d3dSwapChain = 0;
m_d3dSwapDepthStencilSurface = 0;
m_d3dSwapSurface = 0;
m_isDeviceEx = isDeviceEx;
m_viewMatrix = PxMat44(PxIdentity);
}
D3D9Renderer::D3D9Renderer(const RendererDesc &desc, const char* assetDir) :
Renderer (DRIVER_DIRECT3D9, desc.errorCallback, assetDir)
{
initialize(false);
SampleFramework::SamplePlatform* m_platform = SampleFramework::SamplePlatform::platform();
m_d3d = static_cast<IDirect3D9*>(m_platform->initializeD3D9());
RENDERER_ASSERT(m_d3d, "Could not create Direct3D9 Interface.");
if(m_d3d)
{
memset(&m_d3dPresentParams, 0, sizeof(m_d3dPresentParams));
m_d3dPresentParams.Windowed = 1;
m_d3dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_d3dPresentParams.BackBufferFormat = D3DFMT_X8R8G8B8;
m_d3dPresentParams.EnableAutoDepthStencil = 0;
m_d3dPresentParams.AutoDepthStencilFormat = D3DFMT_D24S8;
m_d3dPresentParams.PresentationInterval = desc.vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
HRESULT res = m_platform->initializeD3D9Display(&m_d3dPresentParams,
m_deviceName,
m_displayWidth,
m_displayHeight,
&m_d3dDevice);
RENDERER_ASSERT(res==D3D_OK, "Failed to create Direct3D9 Device.");
if(res==D3D_OK)
{
m_d3dPresentParamsChanged = false;
checkResize(false);
onDeviceReset();
}
}
}
D3D9Renderer::~D3D9Renderer(void)
{
assert(!m_textVDecl);
SampleFramework::SamplePlatform* m_platform = SampleFramework::SamplePlatform::platform();
releaseAllMaterials();
releaseSwapchain();
if(m_d3dDepthStencilSurface)
{
m_d3dDevice->SetDepthStencilSurface(NULL);
m_platform->D3D9BlockUntilNotBusy(m_d3dDepthStencilSurface);
m_d3dDepthStencilSurface->Release();
}
m_platform->D3D9DeviceBlockUntilIdle();
if(m_d3dDevice) m_d3dDevice->Release();
if(m_d3d) m_d3d->Release();
if(m_displayBuffer) m_displayBuffer->Release();
}
bool D3D9Renderer::checkResize(bool isDeviceLost)
{
bool isDeviceReset = false;
#if defined(RENDERER_WINDOWS)
if(SampleFramework::SamplePlatform::platform()->getWindowHandle() && m_d3dDevice)
{
PxU32 width = 0;
PxU32 height = 0;
SampleFramework::SamplePlatform::platform()->getWindowSize(width, height);
if(width && height && (width != m_displayWidth || height != m_displayHeight) || isDeviceLost)
{
bool needsReset = (m_displayWidth&&m_displayHeight&&(isDeviceLost||!useSwapchain()) ? true : false);
m_displayWidth = width;
m_displayHeight = height;
m_d3dPresentParams.BackBufferWidth = (UINT)m_displayWidth;
m_d3dPresentParams.BackBufferHeight = (UINT)m_displayHeight;
D3DVIEWPORT9 viewport = {0};
m_d3dDevice->GetViewport(&viewport);
viewport.Width = (DWORD)m_displayWidth;
viewport.Height = (DWORD)m_displayHeight;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
if(needsReset)
{
physx::PxU64 res = m_d3dDevice->TestCooperativeLevel();
if(res == D3D_OK || res == D3DERR_DEVICENOTRESET) //if device is lost, device has to be ready for reset
{
onDeviceLost();
isDeviceReset = resetDevice();
if (isDeviceReset)
{
onDeviceReset();
m_d3dDevice->SetViewport(&viewport);
}
}
}
else
{
if(m_d3dSurface == NULL)
m_d3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_d3dSurface);
buildSwapchain();
m_d3dDevice->SetViewport(&viewport);
}
}
}
#endif
return isDeviceReset;
}
bool D3D9Renderer::resetDevice(void)
{
HRESULT res = m_d3dDevice->Reset(&m_d3dPresentParams);
RENDERER_ASSERT(res == D3D_OK, "Failed to reset Direct3D9 Device.");
if(res == D3D_OK)
{
m_d3dPresentParamsChanged = false;
return true;
}
else
{
return false;
}
}
void D3D9Renderer::buildSwapchain(void)
{
if (!useSwapchain())
return;
#if RENDERER_ENABLE_DIRECT3D9_SWAPCHAIN
// Set the DX9 surfaces back to the originals
m_d3dDevice->SetRenderTarget(0, m_d3dSurface);
m_d3dDevice->SetDepthStencilSurface(m_d3dDepthStencilSurface);
// Release the swapchain resources
releaseSwapchain();
// Recreate the swapchain resources
m_d3dDevice->CreateAdditionalSwapChain(&m_d3dPresentParams, &m_d3dSwapChain);
m_d3dSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_d3dSwapSurface);
m_d3dDevice->CreateDepthStencilSurface(m_displayWidth,m_displayHeight,D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, false, &m_d3dSwapDepthStencilSurface, 0);
// Re-assign the DX9 surfaces to use the swapchain
m_d3dDevice->SetRenderTarget(0, m_d3dSwapSurface);
m_d3dDevice->SetDepthStencilSurface(m_d3dSwapDepthStencilSurface);
#endif
}
void SampleRenderer::D3D9Renderer::releaseSwapchain()
{
#if RENDERER_ENABLE_DIRECT3D9_SWAPCHAIN
if(m_d3dSwapChain)
{
m_d3dSwapChain->Release();
m_d3dSwapChain = 0;
}
if(m_d3dSwapDepthStencilSurface)
{
m_d3dSwapDepthStencilSurface->Release();
m_d3dSwapDepthStencilSurface = 0;
}
if(m_d3dSwapSurface)
{
m_d3dSwapSurface->Release();
m_d3dSwapSurface = 0;
}
#endif
}
bool SampleRenderer::D3D9Renderer::useSwapchain() const
{
return RENDERER_ENABLE_DIRECT3D9_SWAPCHAIN==1;
}
bool SampleRenderer::D3D9Renderer::validSwapchain() const
{
#if RENDERER_ENABLE_DIRECT3D9_SWAPCHAIN
return m_d3dSwapChain && m_d3dSwapDepthStencilSurface && m_d3dSwapSurface;
#else
return false;
#endif
}
HRESULT SampleRenderer::D3D9Renderer::presentSwapchain()
{
#if RENDERER_ENABLE_DIRECT3D9_SWAPCHAIN
RENDERER_ASSERT(m_d3dSwapChain, "Invalid D3D9 swapchain");
if(m_d3dSwapChain)
return m_d3dSwapChain->Present(0, 0, 0, 0, 0);
else
#endif
return D3DERR_NOTAVAILABLE;
}
void D3D9Renderer::releaseDepthStencilSurface(void)
{
if(m_d3dDepthStencilSurface)
{
m_d3dDepthStencilSurface->Release();
m_d3dDepthStencilSurface = 0;
}
}
void D3D9Renderer::onDeviceLost(void)
{
notifyResourcesLostDevice();
if(m_d3dDepthStencilSurface)
{
m_d3dDepthStencilSurface->Release();
m_d3dDepthStencilSurface = 0;
}
if (m_d3dSurface)
{
m_d3dSurface->Release();
m_d3dSurface = 0;
}
releaseSwapchain();
}
void D3D9Renderer::onDeviceReset(void)
{
if(m_d3dDevice)
{
// set out initial states...
m_d3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
#if defined(RENDERER_WINDOWS)
m_d3dDevice->SetRenderState(D3DRS_LIGHTING, 0);
#endif
m_d3dDevice->SetRenderState(D3DRS_ZENABLE, 1);
m_d3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_d3dSurface);
buildDepthStencilSurface();
buildSwapchain();
}
notifyResourcesResetDevice();
}
void D3D9Renderer::buildDepthStencilSurface(void)
{
if(m_d3dDevice)
{
PxU32 width = m_displayWidth;
PxU32 height = m_displayHeight;
if(m_d3dDepthStencilSurface)
{
D3DSURFACE_DESC dssdesc;
m_d3dDepthStencilSurface->GetDesc(&dssdesc);
if(width != (PxU32)dssdesc.Width || height != (PxU32)dssdesc.Height)
{
m_d3dDepthStencilSurface->Release();
m_d3dDepthStencilSurface = 0;
}
}
if(!m_d3dDepthStencilSurface)
{
const D3DFORMAT depthFormat = D3DFMT_D24S8;
const D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_NONE;
const DWORD multisampleQuality = 0;
const BOOL discard = 0;
IDirect3DSurface9 *depthSurface = 0;
HRESULT result = m_d3dDevice->CreateDepthStencilSurface((UINT)width, (UINT)height, depthFormat, multisampleType, multisampleQuality, discard, &depthSurface, 0);
RENDERER_ASSERT(result == D3D_OK, "Failed to create Direct3D9 DepthStencil Surface.");
if(result == D3D_OK)
{
m_d3dDepthStencilSurface = depthSurface;
}
}
m_d3dDevice->SetDepthStencilSurface(m_d3dDepthStencilSurface);
}
}
// clears the offscreen buffers.
void D3D9Renderer::clearBuffers(void)
{
if(m_d3dDevice)
{
const DWORD flags = D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
m_d3dDevice->Clear(0, NULL, flags, D3DCOLOR_RGBA(getClearColor().r, getClearColor().g, getClearColor().b, getClearColor().a), 1.0f, 0);
}
}
// presents the current color buffer to the screen.
// returns true on device reset and if buffers need to be rewritten.
bool D3D9Renderer::swapBuffers(void)
{
bool isDeviceReset = false;
if(m_d3dDevice)
{
HRESULT result = S_OK;
if (useSwapchain() && validSwapchain())
result = presentSwapchain();
else
result = SampleFramework::SamplePlatform::platform()->D3D9Present();
RENDERER_ASSERT(result == D3D_OK || result == D3DERR_DEVICELOST, "Unknown Direct3D9 error when swapping buffers.");
if(result == D3D_OK || result == D3DERR_DEVICELOST)
{
isDeviceReset = checkResize(result == D3DERR_DEVICELOST || m_d3dPresentParamsChanged);
}
}
return isDeviceReset;
}
void D3D9Renderer::getWindowSize(PxU32 &width, PxU32 &height) const
{
RENDERER_ASSERT(m_displayHeight * m_displayWidth > 0, "variables not initialized properly");
width = m_displayWidth;
height = m_displayHeight;
}
RendererVertexBuffer *D3D9Renderer::createVertexBuffer(const RendererVertexBufferDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createVertexBuffer",0);
D3D9RendererVertexBuffer *vb = 0;
if(m_d3dDevice)
{
RENDERER_ASSERT(desc.isValid(), "Invalid Vertex Buffer Descriptor.");
if(desc.isValid())
{
vb = new D3D9RendererVertexBuffer(*m_d3dDevice, *this, desc);
}
}
if(vb) addResource(*vb);
return vb;
}
RendererIndexBuffer *D3D9Renderer::createIndexBuffer(const RendererIndexBufferDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createIndexBuffer",0);
D3D9RendererIndexBuffer *ib = 0;
if(m_d3dDevice)
{
RENDERER_ASSERT(desc.isValid(), "Invalid Index Buffer Descriptor.");
if(desc.isValid())
{
ib = new D3D9RendererIndexBuffer(*m_d3dDevice, *this, desc);
}
}
if(ib) addResource(*ib);
return ib;
}
RendererInstanceBuffer *D3D9Renderer::createInstanceBuffer(const RendererInstanceBufferDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createInstanceBuffer",0);
D3D9RendererInstanceBuffer *ib = 0;
if(m_d3dDevice)
{
RENDERER_ASSERT(desc.isValid(), "Invalid Instance Buffer Descriptor.");
if(desc.isValid())
{
ib = new D3D9RendererInstanceBuffer(*m_d3dDevice, *this, desc);
}
}
if(ib) addResource(*ib);
return ib;
}
RendererTexture2D *D3D9Renderer::createTexture2D(const RendererTexture2DDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createTexture2D",0);
D3D9RendererTexture2D *texture = 0;
if(m_d3dDevice)
{
RENDERER_ASSERT(desc.isValid(), "Invalid Texture 2D Descriptor.");
if(desc.isValid())
{
texture = new D3D9RendererTexture2D(*m_d3dDevice, *this, desc);
}
}
if(texture) addResource(*texture);
return texture;
}
RendererTexture3D *D3D9Renderer::createTexture3D(const RendererTexture3DDesc &desc)
{
//RENDERER_ASSERT(0, "Not implemented!");
// TODO: Properly implement.
return 0;
}
RendererTarget *D3D9Renderer::createTarget(const RendererTargetDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createTarget",0);
RendererTarget *target = 0;
#if defined(RENDERER_ENABLE_DIRECT3D9_TARGET)
D3D9RendererTarget *d3dTarget = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Target Descriptor.");
if(desc.isValid())
{
d3dTarget = new D3D9RendererTarget(*m_d3dDevice, desc);
}
if(d3dTarget) addResource(*d3dTarget);
target = d3dTarget;
#endif
return target;
}
RendererMaterial *D3D9Renderer::createMaterial(const RendererMaterialDesc &desc)
{
RendererMaterial *mat = hasMaterialAlready(desc);
RENDERER_ASSERT(desc.isValid(), "Invalid Material Descriptor.");
if(!mat && desc.isValid())
{
PX_PROFILE_ZONE("D3D9Renderer_createMaterial",0);
mat = new D3D9RendererMaterial(*this, desc);
registerMaterial(desc, mat);
}
return mat;
}
RendererMesh *D3D9Renderer::createMesh(const RendererMeshDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createMesh",0);
D3D9RendererMesh *mesh = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Mesh Descriptor.");
if(desc.isValid())
{
mesh = new D3D9RendererMesh(*this, desc);
}
return mesh;
}
RendererLight *D3D9Renderer::createLight(const RendererLightDesc &desc)
{
PX_PROFILE_ZONE("D3D9Renderer_createLight",0);
RendererLight *light = 0;
if(m_d3dDevice)
{
RENDERER_ASSERT(desc.isValid(), "Invalid Light Descriptor.");
if(desc.isValid())
{
switch(desc.type)
{
case RendererLight::TYPE_DIRECTIONAL:
light = new D3D9RendererDirectionalLight(*this, *(RendererDirectionalLightDesc*)&desc);
break;
case RendererLight::TYPE_SPOT:
light = new D3D9RendererSpotLight(*this, *(RendererSpotLightDesc*)&desc);
break;
default:
RENDERER_ASSERT(0, "Not implemented!");
}
}
}
return light;
}
void D3D9Renderer::setVsync(bool on)
{
UINT newVal = on ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
m_d3dPresentParamsChanged |= m_d3dPresentParams.PresentationInterval != newVal;
m_d3dPresentParams.PresentationInterval = newVal;
//RENDERER_ASSERT(0, "Not implemented!");
}
void D3D9Renderer::disableDepthTest()
{
m_d3dDevice->SetRenderState(D3DRS_ZENABLE, 0);
}
void D3D9Renderer::enableDepthTest()
{
m_d3dDevice->SetRenderState(D3DRS_ZENABLE, 1);
}
bool D3D9Renderer::beginRender(void)
{
bool ok = false;
if(m_d3dDevice)
{
ok = m_d3dDevice->BeginScene() == D3D_OK;
}
return ok;
}
void D3D9Renderer::endRender(void)
{
if(m_d3dDevice)
{
m_d3dDevice->EndScene();
}
}
void D3D9Renderer::bindViewProj(const physx::PxMat44 &eye, const RendererProjection &proj)
{
m_viewMatrix = eye.inverseRT();
convertToD3D9(m_environment.viewMatrix, m_viewMatrix);
convertToD3D9(m_environment.projMatrix, proj);
const PxVec3 eyePosition = eye.getPosition();
const PxVec3 eyeDirection = -eye.getBasis(2);
memcpy(m_environment.eyePosition, &eyePosition.x, sizeof(float)*3);
memcpy(m_environment.eyeDirection, &eyeDirection.x, sizeof(float)*3);
}
void D3D9Renderer::bindFogState(const RendererColor &fogColor, float fogDistance)
{
const float inv255 = 1.0f / 255.0f;
m_environment.fogColorAndDistance[0] = fogColor.r*inv255;
m_environment.fogColorAndDistance[1] = fogColor.g*inv255;
m_environment.fogColorAndDistance[2] = fogColor.b*inv255;
m_environment.fogColorAndDistance[3] = fogDistance;
}
void D3D9Renderer::bindAmbientState(const RendererColor &ambientColor)
{
convertToD3D9(m_environment.ambientColor, ambientColor);
}
void D3D9Renderer::bindDeferredState(void)
{
RENDERER_ASSERT(0, "Not implemented!");
}
void D3D9Renderer::bindMeshContext(const RendererMeshContext &context)
{
physx::PxMat44 model;
physx::PxMat44 modelView;
if(context.transform) model = *context.transform;
else model = PxMat44(PxIdentity);
modelView = m_viewMatrix * model;
convertToD3D9(m_environment.modelMatrix, model);
convertToD3D9(m_environment.modelViewMatrix, modelView);
// it appears that D3D winding is backwards, so reverse them...
DWORD cullMode = D3DCULL_CCW;
switch(context.cullMode)
{
case RendererMeshContext::CLOCKWISE:
cullMode = context.negativeScale ? D3DCULL_CW : D3DCULL_CCW;
break;
case RendererMeshContext::COUNTER_CLOCKWISE:
cullMode = context.negativeScale ? D3DCULL_CCW : D3DCULL_CW;
break;
case RendererMeshContext::NONE:
cullMode = D3DCULL_NONE;
break;
default:
RENDERER_ASSERT(0, "Invalid Cull Mode");
}
if (!blendingCull() && NULL != context.material && context.material->getBlending())
cullMode = D3DCULL_NONE;
m_d3dDevice->SetRenderState(D3DRS_CULLMODE, cullMode);
DWORD fillMode = D3DFILL_SOLID;
switch(context.fillMode)
{
case RendererMeshContext::SOLID:
fillMode = D3DFILL_SOLID;
break;
case RendererMeshContext::LINE:
fillMode = D3DFILL_WIREFRAME;
break;
case RendererMeshContext::POINT:
fillMode = D3DFILL_POINT;
break;
}
m_d3dDevice->SetRenderState(D3DRS_FILLMODE, fillMode);
RENDERER_ASSERT(context.numBones <= RENDERER_MAX_BONES, "Too many bones.");
if(context.boneMatrices && context.numBones>0 && context.numBones <= RENDERER_MAX_BONES)
{
for(PxU32 i=0; i<context.numBones; i++)
{
convertToD3D9(m_environment.boneMatrices[i], context.boneMatrices[i]);
}
m_environment.numBones = context.numBones;
}
}
void D3D9Renderer::beginMultiPass(void)
{
if(m_d3dDevice)
{
m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
m_d3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
m_d3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_d3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
}
}
void D3D9Renderer::endMultiPass(void)
{
if(m_d3dDevice)
{
m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 0);
m_d3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
}
}
void D3D9Renderer::beginTransparentMultiPass(void)
{
if(m_d3dDevice)
{
setEnableBlendingOverride(true);
m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
m_d3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_d3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
//m_d3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
m_d3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
m_d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);
}
}
void D3D9Renderer::endTransparentMultiPass(void)
{
if(m_d3dDevice)
{
setEnableBlendingOverride(false);
m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 0);
m_d3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
m_d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
}
}
void D3D9Renderer::renderDeferredLight(const RendererLight &light)
{
RENDERER_ASSERT(0, "Not implemented!");
}
PxU32 D3D9Renderer::convertColor(const RendererColor& color) const
{
D3DCOLOR outColor;
convertToD3D9(outColor, color);
return outColor;
}
bool D3D9Renderer::isOk(void) const
{
bool ok = true;
if(!m_d3d) ok = false;
if(!m_d3dDevice) ok = false;
#if defined(RENDERER_WINDOWS)
ok = SampleFramework::SamplePlatform::platform()->isD3D9ok();
if(!m_d3dx.m_library) ok = false;
// note: we could assert m_compiler_library here too, but actually loading that one is optional, so the app still may work without it.
#endif
return ok;
}
void D3D9Renderer::addResource(D3D9RendererResource &resource)
{
RENDERER_ASSERT(resource.m_d3dRenderer==0, "Resource already in added to the Renderer!");
if(resource.m_d3dRenderer==0)
{
resource.m_d3dRenderer = this;
m_resources.push_back(&resource);
}
}
void D3D9Renderer::removeResource(D3D9RendererResource &resource)
{
RENDERER_ASSERT(resource.m_d3dRenderer==this, "Resource not part of this Renderer!");
if(resource.m_d3dRenderer==this)
{
resource.m_d3dRenderer = 0;
const PxU32 numResources = (PxU32)m_resources.size();
for (PxU32 i = 0; i < numResources; i++)
{
if(m_resources[i] == &resource)
{
// the order of resources needs to remain intact, otherwise a render target that has a dependency on a texture might get onDeviceReset'ed earlier which is an error
m_resources.erase(m_resources.begin() + i);
break;
}
}
}
}
void D3D9Renderer::notifyResourcesLostDevice(void)
{
const PxU32 numResources = (PxU32)m_resources.size();
for(PxU32 i=0; i<numResources; i++)
{
m_resources[i]->onDeviceLost();
}
}
void D3D9Renderer::notifyResourcesResetDevice(void)
{
const PxU32 numResources = (PxU32)m_resources.size();
for(PxU32 i=0; i<numResources; i++)
{
m_resources[i]->onDeviceReset();
}
}
///////////////////////////////////////////////////////////////////////////////
static DWORD gCullMode;
static DWORD gAlphaBlendEnable;
static DWORD gSrcBlend;
static DWORD gDstBlend;
static DWORD gFillMode;
static DWORD gZWrite;
bool D3D9Renderer::initTexter()
{
if(!Renderer::initTexter())
return false;
if(!m_textVDecl)
{
D3DVERTEXELEMENT9 vdecl[4];
vdecl[0].Stream = 0;
vdecl[0].Offset = 0;
vdecl[0].Type = D3DDECLTYPE_FLOAT4;
vdecl[0].Method = D3DDECLMETHOD_DEFAULT;
#if defined(RENDERER_XBOX360)
vdecl[0].Usage = D3DDECLUSAGE_POSITION; // PT: D3DDECLUSAGE_POSITIONT is not available on Xbox
#endif
#if defined(RENDERER_WINDOWS)
vdecl[0].Usage = D3DDECLUSAGE_POSITIONT;
#endif
vdecl[0].UsageIndex = 0;
vdecl[1].Stream = 0;
vdecl[1].Offset = 4*4;
vdecl[1].Type = D3DDECLTYPE_D3DCOLOR;
vdecl[1].Method = D3DDECLMETHOD_DEFAULT;
vdecl[1].Usage = D3DDECLUSAGE_COLOR;
vdecl[1].UsageIndex = 0;
vdecl[2].Stream = 0;
vdecl[2].Offset = 4*4 + 4;
vdecl[2].Type = D3DDECLTYPE_FLOAT2;
vdecl[2].Method = D3DDECLMETHOD_DEFAULT;
vdecl[2].Usage = D3DDECLUSAGE_TEXCOORD;
vdecl[2].UsageIndex = 0;
vdecl[3].Stream = 0xFF;
vdecl[3].Offset = 0;
vdecl[3].Type = (DWORD)D3DDECLTYPE_UNUSED;
vdecl[3].Method = 0;
vdecl[3].Usage = 0;
vdecl[3].UsageIndex = 0;
m_d3dDevice->CreateVertexDeclaration(vdecl, &m_textVDecl);
if(!m_textVDecl)
{
closeTexter();
return false;
}
}
return true;
}
void D3D9Renderer::closeTexter()
{
if(m_textVDecl)
{
IDirect3DVertexDeclaration9* currDecl = NULL;
m_d3dDevice->GetVertexDeclaration(&currDecl);
if (currDecl == m_textVDecl)
{
m_d3dDevice->SetVertexDeclaration(NULL);
}
m_textVDecl->Release();
m_textVDecl = NULL;
}
Renderer::closeTexter();
}
void D3D9Renderer::setupTextRenderStates()
{
// PT: save render states. Let's just hope this isn't a pure device, else the Get method won't work
m_d3dDevice->GetRenderState(D3DRS_CULLMODE, &gCullMode);
m_d3dDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &gAlphaBlendEnable);
m_d3dDevice->GetRenderState(D3DRS_SRCBLEND, &gSrcBlend);
m_d3dDevice->GetRenderState(D3DRS_DESTBLEND, &gDstBlend);
m_d3dDevice->GetRenderState(D3DRS_FILLMODE, &gFillMode);
m_d3dDevice->GetRenderState(D3DRS_ZWRITEENABLE, &gZWrite);
// PT: setup render states for text rendering
m_d3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
m_d3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_d3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_d3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
m_d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);
#if defined(RENDERER_XBOX360)
// PT: D3DDECLUSAGE_POSITIONT is not available on Xbox, this is the workaround
m_d3dDevice->SetRenderState(D3DRS_VIEWPORTENABLE, false);
#endif
}
void D3D9Renderer::resetTextRenderStates()
{
// PT: restore render states. We want text rendering not to interfere with existing render states.
// For example the text should never be rendered in wireframe, even if the scene is.
m_d3dDevice->SetRenderState(D3DRS_CULLMODE, gCullMode);
m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, gAlphaBlendEnable);
m_d3dDevice->SetRenderState(D3DRS_SRCBLEND, gSrcBlend);
m_d3dDevice->SetRenderState(D3DRS_DESTBLEND, gDstBlend);
m_d3dDevice->SetRenderState(D3DRS_FILLMODE, gFillMode);
m_d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, gZWrite);
#if defined(RENDERER_XBOX360)
m_d3dDevice->SetRenderState(D3DRS_VIEWPORTENABLE, true);
#endif
}
void D3D9Renderer::renderTextBuffer(const void* vertices, PxU32 nbVerts, const PxU16* indices, PxU32 nbIndices, RendererMaterial* material)
{
PX_UNUSED(material);
// PT: font texture must have been selected prior to calling this function
const int PrimCount = nbIndices/3;
const int Stride = sizeof(TextVertex);
if(m_textVDecl && FAILED(m_d3dDevice->SetVertexDeclaration(m_textVDecl)))
{
assert(0);
return;
}
DWORD hr = m_d3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, nbVerts, PrimCount, indices, D3DFMT_INDEX16, vertices, Stride);
if(FAILED(hr))
{
// printf("Error!\n");
}
}
void D3D9Renderer::renderLines2D(const void* vertices, PxU32 nbVerts)
{
const int PrimCount = nbVerts-1;
const int Stride = sizeof(TextVertex);
if(m_textVDecl && FAILED(m_d3dDevice->SetVertexDeclaration(m_textVDecl)))
{
assert(0);
return;
}
DWORD hr = m_d3dDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, PrimCount, vertices, Stride);
if(FAILED(hr))
{
// printf("Error!\n");
}
}
void D3D9Renderer::setupScreenquadRenderStates()
{
m_d3dDevice->GetRenderState(D3DRS_CULLMODE, &gCullMode);
m_d3dDevice->GetRenderState(D3DRS_FILLMODE, &gFillMode);
m_d3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_d3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
m_d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);
#if defined(RENDERER_XBOX360)
m_d3dDevice->SetRenderState(D3DRS_VIEWPORTENABLE, false);
#endif
}
void D3D9Renderer::resetScreenquadRenderStates()
{
m_d3dDevice->SetRenderState(D3DRS_CULLMODE, gCullMode);
m_d3dDevice->SetRenderState(D3DRS_FILLMODE, gFillMode);
m_d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
#if defined(RENDERER_XBOX360)
m_d3dDevice->SetRenderState(D3DRS_VIEWPORTENABLE, true);
#endif
}
bool D3D9Renderer::captureScreen( PxU32 &width, PxU32& height, PxU32& sizeInBytes, const void*& screenshotData )
{
#if defined(RENDERER_XBOX360)
return false;
#else
bool bSuccess = false;
IDirect3DSurface9* backBuffer = NULL;
if (useSwapchain() && validSwapchain())
{
#if RENDERER_ENABLE_DIRECT3D9_SWAPCHAIN
bSuccess = SUCCEEDED(m_d3dSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer));
#endif
}
else
{
bSuccess = SUCCEEDED(m_d3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer));
}
if (bSuccess)
{
bSuccess = false;
if(m_displayBuffer)
{
m_displayBuffer->Release();
m_displayBuffer = 0;
}
if(SUCCEEDED(m_d3dx.SaveSurfaceToFileInMemory(&m_displayBuffer, D3DXIFF_BMP, backBuffer, NULL, NULL)))
{
getWindowSize(width, height);
sizeInBytes = (physx::PxU32)m_displayBuffer->GetBufferSize();
screenshotData = m_displayBuffer->GetBufferPointer();
bSuccess = true;
}
backBuffer->Release();
}
return bSuccess;
#endif
}
#endif // #if defined(RENDERER_ENABLE_DIRECT3D9)
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