/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "Engine/StdH.h" #include #include #include #include //#include //#pragma comment(lib, "d3dx8.lib") //#include //#pragma comment(lib, "d3dx8.lib") //extern "C" HRESULT WINAPI D3DXGetErrorStringA( HRESULT hr, LPSTR pBuffer, UINT BufferLen); //char acErrorString[256]; //D3DXGetErrorString( hr, acErrorString, 255); //ASSERTALWAYS( acErrorString); extern INDEX gap_bOptimizeStateChanges; extern INDEX gap_iOptimizeClipping; extern INDEX gap_iDithering; // cached states BOOL GFX_bDepthTest = FALSE; BOOL GFX_bDepthWrite = FALSE; BOOL GFX_bAlphaTest = FALSE; BOOL GFX_bDithering = TRUE; BOOL GFX_bBlending = TRUE; BOOL GFX_bClipping = TRUE; BOOL GFX_bClipPlane = FALSE; BOOL GFX_bColorArray = FALSE; BOOL GFX_bTruform = FALSE; BOOL GFX_bFrontFace = TRUE; BOOL GFX_bViewMatrix = TRUE; INDEX GFX_iActiveTexUnit = 0; FLOAT GFX_fMinDepthRange = 0.0f; FLOAT GFX_fMaxDepthRange = 0.0f; GfxBlend GFX_eBlendSrc = GFX_ONE; GfxBlend GFX_eBlendDst = GFX_ZERO; GfxComp GFX_eDepthFunc = GFX_LESS_EQUAL; GfxFace GFX_eCullFace = GFX_NONE; BOOL GFX_abTexture[GFX_MAXTEXUNITS] = { FALSE, FALSE, FALSE, FALSE }; INDEX GFX_iTexModulation[GFX_MAXTEXUNITS] = { 0, 0, 0, 0 }; // last ortho/frustum values (frustum has negative sign, because of orgho-frustum switching!) FLOAT GFX_fLastL = 0; FLOAT GFX_fLastR = 0; FLOAT GFX_fLastT = 0; FLOAT GFX_fLastB = 0; FLOAT GFX_fLastN = 0; FLOAT GFX_fLastF = 0; // number of vertices currently in buffer INDEX GFX_ctVertices = 0; // for D3D: mark need for clipping (when wants to be disable but cannot be because of user clip plane) static BOOL _bWantsClipping = TRUE; // current color mask (for Get... function) static ULONG _ulCurrentColorMask = (CT_RMASK|CT_GMASK|CT_BMASK|CT_AMASK); // locking state for OGL static BOOL _bCVAReallyLocked = FALSE; // clip plane and last view matrix for D3D FLOAT D3D_afClipPlane[4] = {0,0,0,0}; FLOAT D3D_afViewMatrix[16] = {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}; static FLOAT _afActiveClipPlane[4] = {0,0,0,0}; // Truform/N-Patches INDEX truform_iLevel = -1; BOOL truform_bLinear = FALSE; // functions' pointers void (*gfxEnableDepthWrite)(void) = NULL; void (*gfxEnableDepthBias)(void) = NULL; void (*gfxEnableDepthTest)(void) = NULL; void (*gfxEnableAlphaTest)(void) = NULL; void (*gfxEnableBlend)(void) = NULL; void (*gfxEnableDither)(void) = NULL; void (*gfxEnableTexture)(void) = NULL; void (*gfxEnableClipping)(void) = NULL; void (*gfxEnableClipPlane)(void) = NULL; void (*gfxDisableDepthWrite)(void) = NULL; void (*gfxDisableDepthBias)(void) = NULL; void (*gfxDisableDepthTest)(void) = NULL; void (*gfxDisableAlphaTest)(void) = NULL; void (*gfxDisableBlend)(void) = NULL; void (*gfxDisableDither)(void) = NULL; void (*gfxDisableTexture)(void) = NULL; void (*gfxDisableClipping)(void) = NULL; void (*gfxDisableClipPlane)(void) = NULL; void (*gfxBlendFunc)( GfxBlend eSrc, GfxBlend eDst) = NULL; void (*gfxDepthFunc)( GfxComp eFunc) = NULL; void (*gfxDepthRange)( FLOAT fMin, FLOAT fMax) = NULL; void (*gfxCullFace)( GfxFace eFace) = NULL; void (*gfxFrontFace)( GfxFace eFace) = NULL; void (*gfxClipPlane)( const DOUBLE *pdPlane) = NULL; void (*gfxSetOrtho)( const FLOAT fLeft, const FLOAT fRight, const FLOAT fTop, const FLOAT fBottom, const FLOAT fNear, const FLOAT fFar, const BOOL bSubPixelAdjust) = NULL; void (*gfxSetFrustum)( const FLOAT fLeft, const FLOAT fRight, const FLOAT fTop, const FLOAT fBottom, const FLOAT fNear, const FLOAT fFar) = NULL; void (*gfxSetTextureMatrix)( const FLOAT *pfMatrix) = NULL; void (*gfxSetViewMatrix)( const FLOAT *pfMatrix) = NULL; void (*gfxPolygonMode)( GfxPolyMode ePolyMode) = NULL; void (*gfxSetTextureWrapping)( enum GfxWrap eWrapU, enum GfxWrap eWrapV) = NULL; void (*gfxSetTextureModulation)( INDEX iScale) = NULL; void (*gfxGenerateTexture)( ULONG &ulTexObject) = NULL; void (*gfxDeleteTexture)( ULONG &ulTexObject) = NULL; void (*gfxSetVertexArray)( GFXVertex4 *pvtx, INDEX ctVtx) = NULL; void (*gfxSetNormalArray)( GFXNormal *pnor) = NULL; void (*gfxSetTexCoordArray)( GFXTexCoord *ptex, BOOL b4) = NULL; void (*gfxSetColorArray)( GFXColor *pcol) = NULL; void (*gfxDrawElements)( INDEX ctElem, INDEX *pidx) = NULL; void (*gfxSetConstantColor)(COLOR col) = NULL; void (*gfxEnableColorArray)(void) = NULL; void (*gfxDisableColorArray)(void) = NULL; void (*gfxFinish)(void) = NULL; void (*gfxLockArrays)(void) = NULL; void (*gfxEnableTruform)( void) = NULL; void (*gfxDisableTruform)(void) = NULL; void (*gfxSetColorMask)( ULONG ulColorMask) = NULL; // dummy function (one size fits all:) static void none_void(void) { ASSERT( _pGfx->gl_eCurrentAPI==GAT_NONE); } // error checkers (this is for debug version only) void OGL_CheckError(void) { #ifndef NDEBUG const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; if( eAPI==GAT_OGL) ASSERT( pglGetError()==GL_NO_ERROR); else ASSERT( eAPI==GAT_NONE); #endif } #ifdef SE1_D3D void D3D_CheckError(HRESULT hr) { #ifndef NDEBUG const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; if( eAPI==GAT_D3D) ASSERT( hr==D3D_OK); else ASSERT( eAPI==GAT_NONE); #endif } #endif // SE1_D3D // TEXTURE MANAGEMENT #ifdef SE1_D3D static LPDIRECT3DTEXTURE8 *_ppd3dCurrentTexture; #endif // SE1_D3D INDEX GetTexturePixRatio_OGL( GLuint uiBindNo); INDEX GetFormatPixRatio_OGL( GLenum eFormat); void MimicTexParams_OGL( CTexParams &tpLocal); void UploadTexture_OGL( ULONG *pulTexture, PIX pixSizeU, PIX pixSizeV, GLenum eInternalFormat, BOOL bUseSubImage); #ifdef SE1_D3D extern INDEX GetTexturePixRatio_D3D( LPDIRECT3DTEXTURE8 pd3dTexture); extern INDEX GetFormatPixRatio_D3D( D3DFORMAT d3dFormat); extern void MimicTexParams_D3D( CTexParams &tpLocal); extern void UploadTexture_D3D( LPDIRECT3DTEXTURE8 *ppd3dTexture, ULONG *pulTexture, PIX pixSizeU, PIX pixSizeV, D3DFORMAT eInternalFormat, BOOL bDiscard); #endif // SE1_D3D // update texture LOD bias FLOAT _fCurrentLODBias = 0; // LOD bias adjuster void UpdateLODBias( const FLOAT fLODBias) { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // only if supported and needed if( _fCurrentLODBias==fLODBias && _pGfx->gl_fMaxTextureLODBias==0) return; _fCurrentLODBias = fLODBias; _sfStats.StartTimer(CStatForm::STI_GFXAPI); // OpenGL if( eAPI==GAT_OGL) { // if no multitexturing if( _pGfx->gl_ctTextureUnits<2) { pglTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, fLODBias); OGL_CHECKERROR; } // if multitexturing is active else { for( INDEX iUnit=0; iUnit<_pGfx->gl_ctTextureUnits; iUnit++) { // loop thru units pglActiveTexture(iUnit); // select the unit pglTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, fLODBias); OGL_CHECKERROR; } // reselect the original unit pglActiveTexture(GFX_iActiveTexUnit); OGL_CHECKERROR; } } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { // just set it HRESULT hr; for( INDEX iUnit=0; iUnit<_pGfx->gl_ctTextureUnits; iUnit++) { // loop thru tex units hr = _pGfx->gl_pd3dDevice->SetTextureStageState( iUnit, D3DTSS_MIPMAPLODBIAS, *((DWORD*)&fLODBias)); D3D_CHECKERROR(hr); } } #endif _sfStats.StopTimer(CStatForm::STI_GFXAPI); } // get current texture filtering mode void gfxGetTextureFiltering( INDEX &iFilterType, INDEX &iAnisotropyDegree) { iFilterType = _tpGlobal[0].tp_iFilter; iAnisotropyDegree = _tpGlobal[0].tp_iAnisotropy; } // set texture filtering mode void gfxSetTextureFiltering( INDEX &iFilterType, INDEX &iAnisotropyDegree) { // clamp vars INDEX iMagTex = iFilterType /100; iMagTex = Clamp( iMagTex, 0, 2); // 0=same as iMinTex, 1=nearest, 2=linear INDEX iMinTex = iFilterType /10 %10; iMinTex = Clamp( iMinTex, 1, 2); // 1=nearest, 2=linear INDEX iMinMip = iFilterType %10; iMinMip = Clamp( iMinMip, 0, 2); // 0=no mipmapping, 1=nearest, 2=linear iFilterType = iMagTex*100 + iMinTex*10 + iMinMip; iAnisotropyDegree = Clamp( iAnisotropyDegree, 1, _pGfx->gl_iMaxTextureAnisotropy); // skip if not changed if( _tpGlobal[0].tp_iFilter==iFilterType && _tpGlobal[0].tp_iAnisotropy==iAnisotropyDegree) return; _tpGlobal[0].tp_iFilter = iFilterType; _tpGlobal[0].tp_iAnisotropy = iAnisotropyDegree; // for OpenGL, that's about it #ifdef SE1_D3D if( _pGfx->gl_eCurrentAPI!=GAT_D3D) return; _sfStats.StartTimer(CStatForm::STI_GFXAPI); // for D3D, it's a stage state (not texture state), so change it! HRESULT hr; _D3DTEXTUREFILTERTYPE eMagFilter, eMinFilter, eMipFilter; const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice; extern void UnpackFilter_D3D( INDEX iFilter, _D3DTEXTUREFILTERTYPE &eMagFilter, _D3DTEXTUREFILTERTYPE &eMinFilter, _D3DTEXTUREFILTERTYPE &eMipFilter); UnpackFilter_D3D( iFilterType, eMagFilter, eMinFilter, eMipFilter); if( iAnisotropyDegree>1) { // adjust filter for anisotropy eMagFilter = D3DTEXF_ANISOTROPIC; eMinFilter = D3DTEXF_ANISOTROPIC; } // set filtering and anisotropy degree for( INDEX iUnit=0; iUnit<_pGfx->gl_ctTextureUnits; iUnit++) { // must loop thru all usable texture units hr = pd3dDev->SetTextureStageState( iUnit, D3DTSS_MAXANISOTROPY, iAnisotropyDegree); D3D_CHECKERROR(hr); hr = pd3dDev->SetTextureStageState( iUnit, D3DTSS_MAGFILTER, eMagFilter); D3D_CHECKERROR(hr); hr = pd3dDev->SetTextureStageState( iUnit, D3DTSS_MINFILTER, eMinFilter); D3D_CHECKERROR(hr); hr = pd3dDev->SetTextureStageState( iUnit, D3DTSS_MIPFILTER, eMipFilter); D3D_CHECKERROR(hr); } // done _sfStats.StopTimer(CStatForm::STI_GFXAPI); #endif } // set new texture LOD biasing void gfxSetTextureBiasing( FLOAT &fLODBias) { // adjust LOD biasing if needed fLODBias = Clamp( fLODBias, -_pGfx->gl_fMaxTextureLODBias, +_pGfx->gl_fMaxTextureLODBias); if( _pGfx->gl_fTextureLODBias != fLODBias) { _pGfx->gl_fTextureLODBias = fLODBias; UpdateLODBias( fLODBias); } } // set texture unit as active void gfxSetTextureUnit( INDEX iUnit) { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); ASSERT( iUnit>=0 && iUnit<4); // supports 4 layers (for now) // check consistency #ifndef NDEBUG if( eAPI==GAT_OGL) { GLint gliRet; pglGetIntegerv( GL_ACTIVE_TEXTURE_ARB, &gliRet); ASSERT( GFX_iActiveTexUnit==(gliRet-GL_TEXTURE0_ARB)); pglGetIntegerv( GL_CLIENT_ACTIVE_TEXTURE_ARB, &gliRet); ASSERT( GFX_iActiveTexUnit==(gliRet-GL_TEXTURE0_ARB)); } #endif // cached? if( GFX_iActiveTexUnit==iUnit) return; GFX_iActiveTexUnit = iUnit; // really set only for OpenGL if( eAPI!=GAT_OGL) return; _sfStats.StartTimer(CStatForm::STI_GFXAPI); pglActiveTexture(iUnit); _sfStats.StopTimer(CStatForm::STI_GFXAPI); } // set texture as current void gfxSetTexture( ULONG &ulTexObject, CTexParams &tpLocal) { // clamp texture filtering if needed static INDEX _iLastTextureFiltering = 0; if( _iLastTextureFiltering != _tpGlobal[0].tp_iFilter) { INDEX iMagTex = _tpGlobal[0].tp_iFilter /100; iMagTex = Clamp( iMagTex, 0, 2); // 0=same as iMinTex, 1=nearest, 2=linear INDEX iMinTex = _tpGlobal[0].tp_iFilter /10 %10; iMinTex = Clamp( iMinTex, 1, 2); // 1=nearest, 2=linear INDEX iMinMip = _tpGlobal[0].tp_iFilter %10; iMinMip = Clamp( iMinMip, 0, 2); // 0=no mipmapping, 1=nearest, 2=linear _tpGlobal[0].tp_iFilter = iMagTex*100 + iMinTex*10 + iMinMip; _iLastTextureFiltering = _tpGlobal[0].tp_iFilter; } // determine API and enable texturing const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT(GfxValidApi(eAPI)); gfxEnableTexture(); _sfStats.StartTimer(CStatForm::STI_BINDTEXTURE); _sfStats.StartTimer(CStatForm::STI_GFXAPI); _pfGfxProfile.StartTimer(CGfxProfile::PTI_SETCURRENTTEXTURE); _pfGfxProfile.IncrementTimerAveragingCounter(CGfxProfile::PTI_SETCURRENTTEXTURE); if( eAPI==GAT_OGL) { // OpenGL pglBindTexture( GL_TEXTURE_2D, ulTexObject); MimicTexParams_OGL(tpLocal); } #ifdef SE1_D3D else if( eAPI==GAT_D3D) { // Direct3D _ppd3dCurrentTexture = (LPDIRECT3DTEXTURE8*)&ulTexObject; HRESULT hr = _pGfx->gl_pd3dDevice->SetTexture( GFX_iActiveTexUnit, *_ppd3dCurrentTexture); D3D_CHECKERROR(hr); MimicTexParams_D3D(tpLocal); } #endif // SE1_D3D // done _pfGfxProfile.StopTimer(CGfxProfile::PTI_SETCURRENTTEXTURE); _sfStats.StopTimer(CStatForm::STI_BINDTEXTURE); _sfStats.StopTimer(CStatForm::STI_GFXAPI); } // upload texture void gfxUploadTexture( ULONG *pulTexture, PIX pixWidth, PIX pixHeight, ULONG ulFormat, BOOL bNoDiscard) { // determine API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); _sfStats.StartTimer(CStatForm::STI_GFXAPI); if( eAPI==GAT_OGL) { // OpenGL UploadTexture_OGL( pulTexture, pixWidth, pixHeight, (GLenum)ulFormat, bNoDiscard); } #ifdef SE1_D3D else if( eAPI==GAT_D3D) { // Direct3D const LPDIRECT3DTEXTURE8 _pd3dLastTexture = *_ppd3dCurrentTexture; UploadTexture_D3D( _ppd3dCurrentTexture, pulTexture, pixWidth, pixHeight, (D3DFORMAT)ulFormat, !bNoDiscard); // in case that texture has been changed, must re-set it as current if( _pd3dLastTexture != *_ppd3dCurrentTexture) { HRESULT hr = _pGfx->gl_pd3dDevice->SetTexture( GFX_iActiveTexUnit, *_ppd3dCurrentTexture); D3D_CHECKERROR(hr); } } #endif // SE1_D3D _sfStats.StopTimer(CStatForm::STI_GFXAPI); } // returns size of uploaded texture SLONG gfxGetTextureSize( ULONG ulTexObject, BOOL bHasMipmaps/*=TRUE*/) { // nothing used if nothing uploaded if( ulTexObject==0) return 0; // determine API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); SLONG slMipSize; _sfStats.StartTimer(CStatForm::STI_GFXAPI); // OpenGL if( eAPI==GAT_OGL) { // was texture compressed? pglBindTexture( GL_TEXTURE_2D, ulTexObject); BOOL bCompressed = FALSE; if( _pGfx->gl_ulFlags & GLF_EXTC_ARB) { pglGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_ARB, (BOOL*)&bCompressed); OGL_CHECKERROR; } // for compressed textures, determine size directly if( bCompressed) { pglGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, (GLint*)&slMipSize); OGL_CHECKERROR; } // non-compressed textures goes thru determination of internal format else { PIX pixWidth, pixHeight; pglGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, (GLint*)&pixWidth); pglGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, (GLint*)&pixHeight); OGL_CHECKERROR; slMipSize = pixWidth*pixHeight * gfxGetTexturePixRatio(ulTexObject); } } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { // we can determine exact size from texture surface (i.e. mipmap) D3DSURFACE_DESC d3dSurfDesc; HRESULT hr = ((LPDIRECT3DTEXTURE8)ulTexObject)->GetLevelDesc( 0, &d3dSurfDesc); D3D_CHECKERROR(hr); slMipSize = d3dSurfDesc.Size; } #endif // SE1_D3D // eventually count in all the mipmaps (takes extra 33% of texture size) extern INDEX gap_bAllowSingleMipmap; const SLONG slUploadSize = (bHasMipmaps || !gap_bAllowSingleMipmap) ? slMipSize*4/3 : slMipSize; _sfStats.StopTimer(CStatForm::STI_GFXAPI); return slUploadSize; } // returns bytes/pixels ratio for uploaded texture INDEX gfxGetTexturePixRatio( ULONG ulTextureObject) { // determine API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); if( eAPI==GAT_OGL) return GetTexturePixRatio_OGL( (GLuint)ulTextureObject); #ifdef SE1_D3D else if( eAPI==GAT_D3D) return GetTexturePixRatio_D3D( (LPDIRECT3DTEXTURE8)ulTextureObject); #endif // SE1_D3D else return 0; } // returns bytes/pixels ratio for uploaded texture INDEX gfxGetFormatPixRatio( ULONG ulTextureFormat) { // determine API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); if( eAPI==GAT_OGL) return GetFormatPixRatio_OGL( (GLenum)ulTextureFormat); #ifdef SE1_D3D else if( eAPI==GAT_D3D) return GetFormatPixRatio_D3D( (D3DFORMAT)ulTextureFormat); #endif // SE1_D3D else return 0; } // PATTERN TEXTURE FOR LINES CTexParams _tpPattern; ULONG _ulPatternTexture = NONE; ULONG _ulLastUploadedPattern = 0; // upload pattern to accelerator memory void gfxSetPattern( ULONG ulPattern) { // set pattern to be current texture _tpPattern.tp_bSingleMipmap = TRUE; gfxSetTextureWrapping( GFX_REPEAT, GFX_REPEAT); gfxSetTexture( _ulPatternTexture, _tpPattern); // if this pattern is currently uploaded, do nothing if( _ulLastUploadedPattern==ulPattern) return; // convert bits to ULONGs ULONG aulPattern[32]; for( INDEX iBit=0; iBit<32; iBit++) { if( (0x80000000>>iBit) & ulPattern) aulPattern[iBit] = 0xFFFFFFFF; else aulPattern[iBit] = 0x00000000; } // remember new pattern and upload _ulLastUploadedPattern = ulPattern; gfxUploadTexture( &aulPattern[0], 32, 1, TS.ts_tfRGBA8, FALSE); } // VERTEX ARRAYS // for D3D - (type 0=vtx, 1=nor, 2=col, 3=tex) void SetVertexArray_D3D( INDEX iType, ULONG *pulVtx); extern void gfxUnlockArrays(void) { // only if locked (OpenGL can lock 'em) if( !_bCVAReallyLocked) return; ASSERT( _pGfx->gl_eCurrentAPI==GAT_OGL); #ifndef NDEBUG INDEX glctRet; pglGetIntegerv( GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, (GLint*)&glctRet); ASSERT( glctRet==GFX_ctVertices); #endif pglUnlockArraysEXT(); OGL_CHECKERROR; _bCVAReallyLocked = FALSE; } // OpenGL workarounds // initialization of common quad elements array void AddQuadElements( const INDEX ctQuads) { const INDEX iStart = _aiCommonQuads.Count() /6*4; INDEX *piQuads = _aiCommonQuads.Push(ctQuads*6); for( INDEX i=0; igl_eCurrentAPI==GAT_OGL && ogl_bAllowQuadArrays) FlushArrays( NULL, _avtxCommon.Count()); else { // make sure that enough quad elements has been initialized const INDEX ctQuads = _aiCommonQuads.Count(); if( ctElements>ctQuads) AddQuadElements( ctElements-ctQuads); // yes, 4 times more! FlushArrays( &_aiCommonQuads[0], ctElements); } } // render elements to screen buffer void gfxFlushElements(void) { const INDEX ctElements = _aiCommonElements.Count(); if( ctElements>0) FlushArrays( &_aiCommonElements[0], ctElements); } // set truform parameters void gfxSetTruform( INDEX iLevel, BOOL bLinearNormals) { // skip if Truform isn't supported if( _pGfx->gl_iMaxTessellationLevel<1) { truform_iLevel = 0; truform_bLinear = FALSE; return; } // skip if same as last time iLevel = Clamp( iLevel, 0, _pGfx->gl_iMaxTessellationLevel); if( truform_iLevel==iLevel && !truform_bLinear==!bLinearNormals) return; // determine API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); _sfStats.StartTimer(CStatForm::STI_GFXAPI); // OpenGL needs truform set here if( eAPI==GAT_OGL) { GLenum eTriMode = bLinearNormals ? GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI : GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI; pglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, iLevel); pglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, eTriMode); OGL_CHECKERROR; } // if disabled, Direct3D will set tessellation level at "enable" call #ifdef SE1_D3D else if( eAPI==GAT_D3D && GFX_bTruform) { FLOAT fSegments = iLevel+1; HRESULT hr = _pGfx->gl_pd3dDevice->SetRenderState( D3DRS_PATCHSEGMENTS, *((DWORD*)&fSegments)); D3D_CHECKERROR(hr); } #endif // SE1_D3D // keep current truform params truform_iLevel = iLevel; truform_bLinear = bLinearNormals; _sfStats.StopTimer(CStatForm::STI_GFXAPI); } // readout current colormask extern ULONG gfxGetColorMask(void) { return _ulCurrentColorMask; } #include "Gfx_wrapper_OpenGL.cpp" #include "Gfx_wrapper_Direct3D.cpp" // DUMMY FUNCTIONS FOR NONE API static void none_BlendFunc( GfxBlend eSrc, GfxBlend eDst) { NOTHING; } static void none_DepthFunc( GfxComp eFunc) { NOTHING; }; static void none_DepthRange( FLOAT fMin, FLOAT fMax) { NOTHING; }; static void none_CullFace( GfxFace eFace) { NOTHING; }; static void none_ClipPlane( const DOUBLE *pdViewPlane) { NOTHING; }; static void none_SetOrtho( const FLOAT fLeft, const FLOAT fRight, const FLOAT fTop, const FLOAT fBottom, const FLOAT fNear, const FLOAT fFar, const BOOL bSubPixelAdjust) { NOTHING; }; static void none_SetFrustum( const FLOAT fLeft, const FLOAT fRight, const FLOAT fTop, const FLOAT fBottom, const FLOAT fNear, const FLOAT fFar) { NOTHING; }; static void none_SetMatrix( const FLOAT *pfMatrix) { NOTHING; }; static void none_PolygonMode( GfxPolyMode ePolyMode) { NOTHING; }; static void none_SetTextureWrapping( enum GfxWrap eWrapU, enum GfxWrap eWrapV) { NOTHING; }; static void none_SetTextureModulation( INDEX iScale) { NOTHING; }; static void none_GenDelTexture( ULONG &ulTexObject) { NOTHING; }; static void none_SetVertexArray( GFXVertex4 *pvtx, INDEX ctVtx) { NOTHING; }; static void none_SetNormalArray( GFXNormal *pnor) { NOTHING; }; static void none_SetTexCoordArray( GFXTexCoord *ptex, BOOL b4) { NOTHING; }; static void none_SetColorArray( GFXColor *pcol) { NOTHING; }; static void none_DrawElements( INDEX ctElem, INDEX *pidx) { NOTHING; }; static void none_SetConstantColor( COLOR col) { NOTHING; }; static void none_SetColorMask( ULONG ulColorMask) { NOTHING; }; // functions initialization for OGL, D3D or NONE (dummy) void GFX_SetFunctionPointers( INDEX iAPI) { // OpenGL? if( iAPI==(INDEX)GAT_OGL) { gfxEnableDepthWrite = &ogl_EnableDepthWrite; gfxEnableDepthBias = &ogl_EnableDepthBias; gfxEnableDepthTest = &ogl_EnableDepthTest; gfxEnableAlphaTest = &ogl_EnableAlphaTest; gfxEnableBlend = &ogl_EnableBlend; gfxEnableDither = &ogl_EnableDither; gfxEnableTexture = &ogl_EnableTexture; gfxEnableClipping = &ogl_EnableClipping; gfxEnableClipPlane = &ogl_EnableClipPlane; gfxEnableTruform = &ogl_EnableTruform; gfxDisableDepthWrite = &ogl_DisableDepthWrite; gfxDisableDepthBias = &ogl_DisableDepthBias; gfxDisableDepthTest = &ogl_DisableDepthTest; gfxDisableAlphaTest = &ogl_DisableAlphaTest; gfxDisableBlend = &ogl_DisableBlend; gfxDisableDither = &ogl_DisableDither; gfxDisableTexture = &ogl_DisableTexture; gfxDisableClipping = &ogl_DisableClipping; gfxDisableClipPlane = &ogl_DisableClipPlane; gfxDisableTruform = &ogl_DisableTruform; gfxBlendFunc = &ogl_BlendFunc; gfxDepthFunc = &ogl_DepthFunc; gfxDepthRange = &ogl_DepthRange; gfxCullFace = &ogl_CullFace; gfxFrontFace = &ogl_FrontFace; gfxClipPlane = &ogl_ClipPlane; gfxSetOrtho = &ogl_SetOrtho; gfxSetFrustum = &ogl_SetFrustum; gfxSetTextureMatrix = &ogl_SetTextureMatrix; gfxSetViewMatrix = &ogl_SetViewMatrix; gfxPolygonMode = &ogl_PolygonMode; gfxSetTextureWrapping = &ogl_SetTextureWrapping; gfxSetTextureModulation = &ogl_SetTextureModulation; gfxGenerateTexture = &ogl_GenerateTexture; gfxDeleteTexture = &ogl_DeleteTexture; gfxSetVertexArray = &ogl_SetVertexArray; gfxSetNormalArray = &ogl_SetNormalArray; gfxSetTexCoordArray = &ogl_SetTexCoordArray; gfxSetColorArray = &ogl_SetColorArray; gfxDrawElements = &ogl_DrawElements; gfxSetConstantColor = &ogl_SetConstantColor; gfxEnableColorArray = &ogl_EnableColorArray; gfxDisableColorArray = &ogl_DisableColorArray; gfxFinish = &ogl_Finish; gfxLockArrays = &ogl_LockArrays; gfxSetColorMask = &ogl_SetColorMask; } // Direct3D? #ifdef SE1_D3D else if( iAPI==(INDEX)GAT_D3D) { gfxEnableDepthWrite = &d3d_EnableDepthWrite; gfxEnableDepthBias = &d3d_EnableDepthBias; gfxEnableDepthTest = &d3d_EnableDepthTest; gfxEnableAlphaTest = &d3d_EnableAlphaTest; gfxEnableBlend = &d3d_EnableBlend; gfxEnableDither = &d3d_EnableDither; gfxEnableTexture = &d3d_EnableTexture; gfxEnableClipping = &d3d_EnableClipping; gfxEnableClipPlane = &d3d_EnableClipPlane; gfxEnableTruform = &d3d_EnableTruform; gfxDisableDepthWrite = &d3d_DisableDepthWrite; gfxDisableDepthBias = &d3d_DisableDepthBias; gfxDisableDepthTest = &d3d_DisableDepthTest; gfxDisableAlphaTest = &d3d_DisableAlphaTest; gfxDisableBlend = &d3d_DisableBlend; gfxDisableDither = &d3d_DisableDither; gfxDisableTexture = &d3d_DisableTexture; gfxDisableClipping = &d3d_DisableClipping; gfxDisableClipPlane = &d3d_DisableClipPlane; gfxDisableTruform = &d3d_DisableTruform; gfxBlendFunc = &d3d_BlendFunc; gfxDepthFunc = &d3d_DepthFunc; gfxDepthRange = &d3d_DepthRange; gfxCullFace = &d3d_CullFace; gfxFrontFace = &d3d_FrontFace; gfxClipPlane = &d3d_ClipPlane; gfxSetOrtho = &d3d_SetOrtho; gfxSetFrustum = &d3d_SetFrustum; gfxSetTextureMatrix = &d3d_SetTextureMatrix; gfxSetViewMatrix = &d3d_SetViewMatrix; gfxPolygonMode = &d3d_PolygonMode; gfxSetTextureWrapping = &d3d_SetTextureWrapping; gfxSetTextureModulation = &d3d_SetTextureModulation; gfxGenerateTexture = &d3d_GenerateTexture; gfxDeleteTexture = &d3d_DeleteTexture; gfxSetVertexArray = &d3d_SetVertexArray; gfxSetNormalArray = &d3d_SetNormalArray; gfxSetTexCoordArray = &d3d_SetTexCoordArray; gfxSetColorArray = &d3d_SetColorArray; gfxDrawElements = &d3d_DrawElements; gfxSetConstantColor = &d3d_SetConstantColor; gfxEnableColorArray = &d3d_EnableColorArray; gfxDisableColorArray = &d3d_DisableColorArray; gfxFinish = &d3d_Finish; gfxLockArrays = &d3d_LockArrays; gfxSetColorMask = &d3d_SetColorMask; } #endif // SE1_D3D // NONE! else { gfxEnableDepthWrite = &none_void; gfxEnableDepthBias = &none_void; gfxEnableDepthTest = &none_void; gfxEnableAlphaTest = &none_void; gfxEnableBlend = &none_void; gfxEnableDither = &none_void; gfxEnableTexture = &none_void; gfxEnableClipping = &none_void; gfxEnableClipPlane = &none_void; gfxEnableTruform = &none_void; gfxDisableDepthWrite = &none_void; gfxDisableDepthBias = &none_void; gfxDisableDepthTest = &none_void; gfxDisableAlphaTest = &none_void; gfxDisableBlend = &none_void; gfxDisableDither = &none_void; gfxDisableTexture = &none_void; gfxDisableClipping = &none_void; gfxDisableClipPlane = &none_void; gfxDisableTruform = &none_void; gfxBlendFunc = &none_BlendFunc; gfxDepthFunc = &none_DepthFunc; gfxDepthRange = &none_DepthRange; gfxCullFace = &none_CullFace; gfxFrontFace = &none_CullFace; gfxClipPlane = &none_ClipPlane; gfxSetOrtho = &none_SetOrtho; gfxSetFrustum = &none_SetFrustum; gfxSetTextureMatrix = &none_SetMatrix; gfxSetViewMatrix = &none_SetMatrix; gfxPolygonMode = &none_PolygonMode; gfxSetTextureWrapping = &none_SetTextureWrapping; gfxSetTextureModulation = &none_SetTextureModulation; gfxGenerateTexture = &none_GenDelTexture; gfxDeleteTexture = &none_GenDelTexture; gfxSetVertexArray = &none_SetVertexArray; gfxSetNormalArray = &none_SetNormalArray; gfxSetTexCoordArray = &none_SetTexCoordArray; gfxSetColorArray = &none_SetColorArray; gfxDrawElements = &none_DrawElements; gfxSetConstantColor = &none_SetConstantColor; gfxEnableColorArray = &none_void; gfxDisableColorArray = &none_void; gfxFinish = &none_void; gfxLockArrays = &none_void; gfxSetColorMask = &none_SetColorMask; } }