aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Samples/SampleFramework/renderer/src/d3d9/D3D9RendererMesh.cpp
blob: 7a605ffbcdd2586631404dcffbfb4c4dfab983c1 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
//
// 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 "D3D9RendererMesh.h"
#include "D3D9RendererVertexBuffer.h"
#include "D3D9RendererInstanceBuffer.h"

#include <RendererMeshDesc.h>

#include <SamplePlatform.h>

#pragma warning(disable:4702 4189)

using namespace SampleRenderer;

static D3DVERTEXELEMENT9 buildVertexElement(WORD stream, WORD offset, D3DDECLTYPE type, BYTE method, BYTE usage, BYTE usageIndex)
{
	D3DVERTEXELEMENT9 element;
	element.Stream     = stream;
	element.Offset     = offset;
#if defined(RENDERER_WINDOWS)
	element.Type       = (BYTE)type;
#else
	element.Type       = type;
#endif
	element.Method     = method;
	element.Usage      = usage;
	element.UsageIndex = usageIndex;
	return element;
}

D3D9RendererMesh::D3D9RendererMesh(D3D9Renderer &renderer, const RendererMeshDesc &desc) :
RendererMesh(desc),
	m_renderer(renderer)
{
	m_d3dVertexDecl = 0;

	IDirect3DDevice9 *d3dDevice = m_renderer.getD3DDevice();
	RENDERER_ASSERT(d3dDevice, "Renderer's D3D Device not found!");
	if(d3dDevice)
	{
		PxU32                             numVertexBuffers = getNumVertexBuffers();
		const RendererVertexBuffer *const*vertexBuffers    = getVertexBuffers();
		std::vector<D3DVERTEXELEMENT9> vertexElements;
		for(PxU32 i=0; i<numVertexBuffers; i++)
		{
			const RendererVertexBuffer *vb = vertexBuffers[i];
			if(vb)
			{
				const D3D9RendererVertexBuffer &d3dVb = *static_cast<const D3D9RendererVertexBuffer*>(vb);
				d3dVb.addVertexElements(i, vertexElements);
			}
		}
#if RENDERER_INSTANCING
		if(m_instanceBuffer)
		{
			static_cast<const D3D9RendererInstanceBuffer*>(m_instanceBuffer)->addVertexElements(numVertexBuffers, vertexElements);
		}
#endif
		vertexElements.push_back(buildVertexElement(0xFF, 0, D3DDECLTYPE_UNUSED, 0, 0, 0));

		d3dDevice->CreateVertexDeclaration(&vertexElements[0], &m_d3dVertexDecl);
		RENDERER_ASSERT(m_d3dVertexDecl, "Failed to create Direct3D9 Vertex Declaration.");
	}
}

D3D9RendererMesh::~D3D9RendererMesh(void)
{
	if(m_d3dVertexDecl)
	{
		SampleFramework::SamplePlatform::platform()->D3D9BlockUntilNotBusy(m_d3dVertexDecl);
		m_d3dVertexDecl->Release();
		m_d3dVertexDecl = 0;
	}
}

static D3DPRIMITIVETYPE getD3DPrimitive(RendererMesh::Primitive primitive)
{
	D3DPRIMITIVETYPE d3dPrimitive = D3DPT_FORCE_DWORD;
	switch(primitive)
	{
	case RendererMesh::PRIMITIVE_POINTS:         d3dPrimitive = D3DPT_POINTLIST;     break;
	case RendererMesh::PRIMITIVE_LINES:          d3dPrimitive = D3DPT_LINELIST;      break;
	case RendererMesh::PRIMITIVE_LINE_STRIP:     d3dPrimitive = D3DPT_LINESTRIP;     break;
	case RendererMesh::PRIMITIVE_TRIANGLES:      d3dPrimitive = D3DPT_TRIANGLELIST;  break;
	case RendererMesh::PRIMITIVE_TRIANGLE_STRIP: d3dPrimitive = D3DPT_TRIANGLESTRIP; break;
	case RendererMesh::PRIMITIVE_POINT_SPRITES:  d3dPrimitive = D3DPT_POINTLIST;     break;
	}
	RENDERER_ASSERT(d3dPrimitive != D3DPT_FORCE_DWORD, "Unable to find Direct3D9 Primitive.");
	return d3dPrimitive;
}

static PxU32 computePrimitiveCount(RendererMesh::Primitive primitive, PxU32 vertexCount)
{
	PxU32 numPrimitives = 0;
	switch(primitive)
	{
	case RendererMesh::PRIMITIVE_POINTS:          numPrimitives = vertexCount;                          break;
	case RendererMesh::PRIMITIVE_LINES:           numPrimitives = vertexCount / 2;                      break;
	case RendererMesh::PRIMITIVE_LINE_STRIP:      numPrimitives = vertexCount>=2 ? vertexCount - 1 : 0; break;
	case RendererMesh::PRIMITIVE_TRIANGLES:       numPrimitives = vertexCount / 3;                      break;
	case RendererMesh::PRIMITIVE_TRIANGLE_STRIP:  numPrimitives = vertexCount>=3 ? vertexCount - 2 : 0; break;
	case RendererMesh::PRIMITIVE_POINT_SPRITES:   numPrimitives = vertexCount;                          break;
	}
	RENDERER_ASSERT(numPrimitives, "Unable to compute the number of Primitives.");
	return numPrimitives;
}

void D3D9RendererMesh::renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const
{
	PX_PROFILE_ZONE("D3D9RendererMesh_renderIndices",0);
	IDirect3DDevice9 *d3dDevice = m_renderer.getD3DDevice();
	if(d3dDevice && m_d3dVertexDecl)
	{
		d3dDevice->SetVertexDeclaration(m_d3dVertexDecl);
		Primitive primitive = getPrimitives();
#if RENDERER_INSTANCING
		PxU32 numVertexBuffers = getNumVertexBuffers();
		// Only reset stream source when multiple vertex buffers are given
		//  This fixes issues with several GPU vendors when rendering a given indexed mesh multiple times
		static const physx::PxU32 minVertexBuffersForStreamSourceReset = 2;
		if (numVertexBuffers >= minVertexBuffersForStreamSourceReset)
		{
			for(PxU32 i=0; i<numVertexBuffers; i++)
			{
				d3dDevice->SetStreamSourceFreq((UINT)i, D3DSTREAMSOURCE_INDEXEDDATA | 1);
			}
		}
#endif
		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 1);

		d3dDevice->DrawIndexedPrimitive(getD3DPrimitive(primitive), 0, 0, numVertices, firstIndex, computePrimitiveCount(primitive, numIndices));

		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 0);
	}
}

void D3D9RendererMesh::renderVertices(PxU32 numVertices, RendererMaterial *material) const
{
	PX_PROFILE_ZONE("D3D9RendererMesh_renderVertices",0);
	IDirect3DDevice9 *d3dDevice = m_renderer.getD3DDevice();
	if(d3dDevice && m_d3dVertexDecl)
	{
		d3dDevice->SetVertexDeclaration(m_d3dVertexDecl);
		Primitive primitive = getPrimitives();
#if RENDERER_INSTANCING	
		PxU32 numVertexBuffers = getNumVertexBuffers();
		for(PxU32 i=0; i<numVertexBuffers; i++)
		{
			d3dDevice->SetStreamSourceFreq((UINT)i, 1);
		}
#endif
		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 1);

		D3DPRIMITIVETYPE d3dPrimitive  = getD3DPrimitive(primitive);
		PxU32            numPrimitives = computePrimitiveCount(primitive, numVertices);
		PX_ASSERT(d3dPrimitive != D3DPT_LINELIST || (numVertices&1)==0); // can't have an odd number of verts when drawing lines...!
		d3dDevice->DrawPrimitive(d3dPrimitive, 0, numPrimitives);

		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 0);
	}
}

void D3D9RendererMesh::renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat,RendererMaterial *material) const
{
	PX_PROFILE_ZONE("D3D9RendererMesh_renderIndicesInstanced",0);
	IDirect3DDevice9 *d3dDevice = m_renderer.getD3DDevice();
	if(d3dDevice && m_d3dVertexDecl)
	{
#if RENDERER_INSTANCING
		PxU32 numVertexBuffers = getNumVertexBuffers();
		for(PxU32 i=0; i<numVertexBuffers; i++)
		{
			d3dDevice->SetStreamSourceFreq((UINT)i, D3DSTREAMSOURCE_INDEXEDDATA | m_numInstances);
		}
#endif	

		d3dDevice->SetVertexDeclaration(m_d3dVertexDecl);

		Primitive primitive = getPrimitives();

		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) 
		{
			d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 1);
		}

#if RENDERER_INSTANCING
		d3dDevice->DrawIndexedPrimitive(getD3DPrimitive(primitive), 0, 0, numVertices, firstIndex, computePrimitiveCount(primitive, numIndices));
#else
		const PxU8 *ibuffer = (const PxU8 *)m_instanceBuffer->lock();
		ibuffer+=m_instanceBuffer->getStride()*m_firstInstance;
		D3DXMATRIX m;
		D3DXMatrixIdentity(&m);
		for (PxU32 i=0; i<m_numInstances; i++)
		{
			PxF32 *dest = (PxF32 *)&m;

			const PxF32 *src = (const PxF32 *)ibuffer;

			dest[0] = src[3];
			dest[1] = src[6];
			dest[2] = src[9];
			dest[3] = src[0];

			dest[4] = src[4];
			dest[5] = src[7];
			dest[6] = src[10];
			dest[7] = src[1];

			dest[8] = src[5];
			dest[9] = src[8];
			dest[10] = src[11];
			dest[11] = src[2];

			dest[12] = 0;
			dest[13] = 0;
			dest[14] = 0;
			dest[15] = 1;

			material->setModelMatrix(dest);
			d3dDevice->DrawIndexedPrimitive(getD3DPrimitive(primitive), 0, 0, numVertices, firstIndex, computePrimitiveCount(primitive, numIndices));
			ibuffer+=m_instanceBuffer->getStride();
		}
#endif

		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) 
		{
			d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 0);
		}
	}
}

void D3D9RendererMesh::renderVerticesInstanced(PxU32 numVertices,RendererMaterial *material) const
{
	PX_PROFILE_ZONE("D3D9RendererMesh_renderVerticesInstanced",0);
	IDirect3DDevice9 *d3dDevice = m_renderer.getD3DDevice();
	if(d3dDevice && m_d3dVertexDecl)
	{
#if RENDERER_INSTANCING
		PxU32 numVertexBuffers = getNumVertexBuffers();
		for(PxU32 i=0; i<numVertexBuffers; i++)
		{
			d3dDevice->SetStreamSourceFreq((UINT)i, m_numInstances);
		}
#endif

		d3dDevice->SetVertexDeclaration(m_d3dVertexDecl);

		Primitive primitive = getPrimitives();

		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) 
		{
			d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 1);
		}


#if RENDERER_INSTANCING
		d3dDevice->DrawPrimitive(getD3DPrimitive(primitive), 0, computePrimitiveCount(primitive, numVertices));
#else
		const PxU8 *ibuffer = (const PxU8 *)m_instanceBuffer->lock();
		D3DXMATRIX m;
		D3DXMatrixIdentity(&m);
		for (PxU32 i=0; i<m_numInstances; i++)
		{
			PxF32 *dest = (PxF32 *)&m;

			const PxF32 *src = (const PxF32 *)ibuffer;

			dest[0] = src[3];
			dest[1] = src[6];
			dest[2] = src[9];
			dest[3] = src[0];

			dest[4] = src[4];
			dest[5] = src[7];
			dest[6] = src[10];
			dest[7] = src[1];

			dest[8] = src[5];
			dest[9] = src[8];
			dest[10] = src[11];
			dest[11] = src[2];

			dest[12] = 0;
			dest[13] = 0;
			dest[14] = 0;
			dest[15] = 1;


			material->setModelMatrix(dest);

			d3dDevice->DrawPrimitive(getD3DPrimitive(primitive), 0, computePrimitiveCount(primitive, numVertices));

			ibuffer+=m_instanceBuffer->getStride();
		}
#endif

		if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) 
		{
			d3dDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, 0);
		}
	}
}

#endif // #if defined(RENDERER_ENABLE_DIRECT3D9)