Serious-Engine/Sources/Engine/Graphics/Gfx_Direct3D.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

1368 lines
45 KiB
C++

/* 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 <Engine/Base/Translation.h>
#include <Engine/Base/ErrorReporting.h>
#include <Engine/Base/Memory.h>
#include <Engine/Base/Console.h>
#include <Engine/Graphics/GfxLibrary.h>
#include <Engine/Graphics/ViewPort.h>
#include <Engine/Templates/StaticStackArray.cpp>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Templates/Stock_CTextureData.h>
#ifdef SE1_D3D
// asm shortcuts
#define O offset
#define Q qword ptr
#define D dword ptr
#define W word ptr
#define B byte ptr
#define ASMOPT 1
extern INDEX gap_iTruformLevel;
extern ULONG _fog_ulTexture;
extern ULONG _haze_ulTexture;
// state variables
extern BOOL GFX_bDepthTest;
extern BOOL GFX_bDepthWrite;
extern BOOL GFX_bAlphaTest;
extern BOOL GFX_bBlending;
extern BOOL GFX_bDithering;
extern BOOL GFX_bClipping;
extern BOOL GFX_bClipPlane;
extern BOOL GFX_bColorArray;
extern BOOL GFX_bFrontFace;
extern BOOL GFX_bTruform;
extern INDEX GFX_iActiveTexUnit;
extern FLOAT GFX_fMinDepthRange;
extern FLOAT GFX_fMaxDepthRange;
extern GfxBlend GFX_eBlendSrc;
extern GfxBlend GFX_eBlendDst;
extern GfxComp GFX_eDepthFunc;
extern GfxFace GFX_eCullFace;
extern INDEX GFX_iTexModulation[GFX_MAXTEXUNITS];
extern INDEX GFX_ctVertices;
extern BOOL D3D_bUseColorArray = FALSE;
// internal vars
static INDEX _iVtxOffset = 0;
static INDEX _iIdxOffset = 0;
static INDEX _iVtxPos = 0;
static INDEX _iTexPass = 0;
static INDEX _iColPass = 0;
static DWORD _dwCurrentVS = NONE;
static ULONG _ulStreamsMask = NONE;
static ULONG _ulLastStreamsMask = NONE;
static BOOL _bProjectiveMapping = FALSE;
static BOOL _bLastProjectiveMapping = FALSE;
static DWORD _dwVtxLockFlags; // for vertex and normal
static DWORD _dwColLockFlags[GFX_MAXLAYERS]; // for colors
static DWORD _dwTexLockFlags[GFX_MAXLAYERS]; // for texture coords
// shaders created so far
struct VertexShader {
ULONG vs_ulMask;
DWORD vs_dwHandle;
};
static CStaticStackArray<VertexShader> _avsShaders;
// device type (HAL is default, REF is only for debuging)
extern const D3DDEVTYPE d3dDevType = D3DDEVTYPE_HAL;
// identity matrix
extern const D3DMATRIX GFX_d3dIdentityMatrix = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 };
// sizes of vertex components
#define POSSIZE (4*sizeof(FLOAT))
#define NORSIZE (4*sizeof(FLOAT))
#define TEXSIZE (2*sizeof(FLOAT))
#define TX4SIZE (4*sizeof(FLOAT))
#define COLSIZE (4*sizeof(UBYTE))
#define IDXSIZE (1*sizeof(UWORD))
#define POSIDX (0)
#define COLIDX (1)
#define TEXIDX (2)
#define NORIDX (6)
// SHADER SETUP PARAMS
#define DECLTEXOFS (2*TEXIDX)
#define MAXSTREAMS (7L)
// template shader
DWORD _adwDeclTemplate[] = {
D3DVSD_STREAM(0),
D3DVSD_REG( D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_STREAM(1),
D3DVSD_REG( D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_STREAM(2),
D3DVSD_REG( D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
D3DVSD_STREAM(3),
D3DVSD_REG( D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT2),
D3DVSD_STREAM(4),
D3DVSD_REG( D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT2),
D3DVSD_STREAM(5),
D3DVSD_REG( D3DVSDE_TEXCOORD3, D3DVSDT_FLOAT2),
D3DVSD_STREAM(6),
D3DVSD_REG( D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
D3DVSD_END()
};
// current shader
DWORD _adwCurrentDecl[2*MAXSTREAMS+1];
// check whether texture format is supported in D3D
static BOOL HasTextureFormat_D3D( D3DFORMAT d3dTextureFormat)
{
// quickie?
const D3DFORMAT d3dScreenFormat = _pGfx->gl_d3dColorFormat;
if( d3dTextureFormat==D3DFMT_UNKNOWN || d3dScreenFormat==NONE) return TRUE;
// check
extern const D3DDEVTYPE d3dDevType;
HRESULT hr = _pGfx->gl_pD3D->CheckDeviceFormat( _pGfx->gl_iCurrentAdapter, d3dDevType, d3dScreenFormat,
0, D3DRTYPE_TEXTURE, d3dTextureFormat);
return( hr==D3D_OK);
}
#define VTXSIZE (POSSIZE + (_pGfx->gl_iMaxTessellationLevel>0 ? NORSIZE : 0) + TX4SIZE \
+ COLSIZE * _pGfx->gl_ctColBuffers \
+ TEXSIZE * (_pGfx->gl_ctTexBuffers-1))
// returns number of vertices based on vertex size and required size in memory (KB)
extern INDEX VerticesFromSize_D3D( SLONG &slSize)
{
slSize = Clamp( slSize, 64L, 4096L);
return (slSize*1024 / VTXSIZE);
}
// returns size in memory based on number of vertices
extern SLONG SizeFromVertices_D3D( INDEX ctVertices)
{
return (ctVertices * VTXSIZE);
}
// construct vertex shader out of streams' bit-mask
extern DWORD SetupShader_D3D( ULONG ulStreamsMask)
{
HRESULT hr;
const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
const INDEX ctShaders = _avsShaders.Count();
INDEX iVS;
// delete all shaders?
if( ulStreamsMask==NONE) {
for( iVS=0; iVS<ctShaders; iVS++) {
hr = pd3dDev->DeleteVertexShader(_avsShaders[iVS].vs_dwHandle);
D3D_CHECKERROR(hr);
} // free array
_avsShaders.PopAll();
_dwCurrentVS = NONE;
return NONE;
}
// see if required shader has already been created
for( iVS=0; iVS<ctShaders; iVS++) {
if( _avsShaders[iVS].vs_ulMask==ulStreamsMask) return _avsShaders[iVS].vs_dwHandle;
}
// darn, need to create shader :(
VertexShader &vs = _avsShaders.Push();
vs.vs_ulMask = ulStreamsMask;
// pre-adjustment for eventual projective mapping
_adwDeclTemplate[DECLTEXOFS+1] = D3DVSD_REG( D3DVSDE_TEXCOORD0, (ulStreamsMask&0x1000) ? D3DVSDT_FLOAT4 : D3DVSDT_FLOAT2);
ulStreamsMask &= ~0x1000;
// process mask, bit by bit
INDEX iSrcDecl=0, iDstDecl=0;
while( iSrcDecl<MAXSTREAMS)
{ // add declarator if used
if( ulStreamsMask&1) {
_adwCurrentDecl[iDstDecl*2+0] = _adwDeclTemplate[iSrcDecl*2+0];
_adwCurrentDecl[iDstDecl*2+1] = _adwDeclTemplate[iSrcDecl*2+1];
iDstDecl++;
} // move to next declarator
iSrcDecl++;
ulStreamsMask >>= 1;
}
// mark end
_adwCurrentDecl[iDstDecl*2] = D3DVSD_END();
ASSERT( iDstDecl < MAXSTREAMS);
ASSERT( _iTexPass>=0 && _iColPass>=0);
ASSERT( _iVtxPos >=0 && _iVtxPos<65536);
// create new vertex shader
const DWORD dwFlags = (_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL) ? NONE : D3DUSAGE_SOFTWAREPROCESSING;
hr = pd3dDev->CreateVertexShader( &_adwCurrentDecl[0], NULL, &vs.vs_dwHandle, dwFlags);
D3D_CHECKERROR(hr);
// store and reset shader
_pGfx->gl_dwVertexShader = 0;
return vs.vs_dwHandle;
}
// prepare vertex arrays for drawing
extern void SetupVertexArrays_D3D( INDEX ctVertices)
{
INDEX i;
HRESULT hr;
ASSERT( ctVertices>=0);
// do nothing if buffer is sufficient
ctVertices = ClampUp( ctVertices, 65535L); // need to clamp max vertices first
if( ctVertices!=0 && ctVertices<=_pGfx->gl_ctVertices) return;
// determine SW or HW VP and NPatches usage (Truform)
DWORD dwFlags = D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY;
const BOOL bNPatches = (_pGfx->gl_iMaxTessellationLevel>0 && gap_iTruformLevel>0);
if( !(_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL)) dwFlags |= D3DUSAGE_SOFTWAREPROCESSING;
if( bNPatches) dwFlags |= D3DUSAGE_NPATCHES;
const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
// deallocate if needed
if( _pGfx->gl_pd3dVtx!=NULL)
{
// vertex and eventual normal array
D3DRELEASE( _pGfx->gl_pd3dVtx, TRUE);
if( _pGfx->gl_pd3dNor!=NULL) D3DRELEASE( _pGfx->gl_pd3dNor, TRUE);
// color arrays
for( i=0; i<_pGfx->gl_ctColBuffers; i++) {
ASSERT( _pGfx->gl_pd3dCol[i]!=NULL);
D3DRELEASE( _pGfx->gl_pd3dCol[i], TRUE);
}
// texcoord arrays
for( i=0; i<_pGfx->gl_ctTexBuffers; i++) {
ASSERT( _pGfx->gl_pd3dTex[i]!=NULL);
D3DRELEASE( _pGfx->gl_pd3dTex[i], TRUE);
}
// reset all streams, too
for( i=0; i<_pGfx->gl_ctMaxStreams; i++) {
hr = pd3dDev->SetStreamSource( i, NULL,0);
D3D_CHECKERROR(hr);
}
}
// allocate if needed
if( ctVertices>0)
{
// update max vertex count
if( _pGfx->gl_ctVertices < ctVertices) _pGfx->gl_ctVertices = ctVertices;
else ctVertices = _pGfx->gl_ctVertices;
// create buffers
hr = pd3dDev->CreateVertexBuffer( ctVertices*POSSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dVtx);
D3D_CHECKERROR(hr);
// normals buffer only if required
if( bNPatches) {
hr = pd3dDev->CreateVertexBuffer( ctVertices*NORSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dNor);
D3D_CHECKERROR(hr);
}
// all color buffers
for( i=0; i<_pGfx->gl_ctColBuffers; i++) {
hr = pd3dDev->CreateVertexBuffer( ctVertices*COLSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dCol[i]);
D3D_CHECKERROR(hr);
}
// 1st texture buffer might have projective mapping
hr = pd3dDev->CreateVertexBuffer( ctVertices*TX4SIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dTex[0]);
D3D_CHECKERROR(hr);
for( i=1; i<_pGfx->gl_ctTexBuffers; i++) {
hr = pd3dDev->CreateVertexBuffer( ctVertices*TEXSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dTex[i]);
D3D_CHECKERROR(hr);
}
}
// just switch it off if not needed any more (i.e. D3D is shutting down)
else _pGfx->gl_ctVertices = 0;
// reset and check
_iVtxOffset = 0;
_pGfx->gl_dwVertexShader = NONE;
_ulStreamsMask = NONE;
_ulLastStreamsMask = NONE;
_bProjectiveMapping = FALSE;
_bLastProjectiveMapping = FALSE;
// reset locking flags
_dwVtxLockFlags = D3DLOCK_DISCARD;
for( i=0; i<GFX_MAXLAYERS; i++) _dwColLockFlags[i] = _dwTexLockFlags[i] = D3DLOCK_DISCARD;
ASSERT(_pGfx->gl_ctVertices<65536);
}
// prepare index arrays for drawing
extern void SetupIndexArray_D3D( INDEX ctIndices)
{
HRESULT hr;
ASSERT( ctIndices>=0);
// clamp max indices
ctIndices = ClampUp( ctIndices, 65535L);
// do nothing if buffer is sufficient
if( ctIndices!=0 && ctIndices<=_pGfx->gl_ctIndices) return;
// determine SW or HW VP
DWORD dwFlags = D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY;
if( !(_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL)) dwFlags |= D3DUSAGE_SOFTWAREPROCESSING;
if( _pGfx->gl_iMaxTessellationLevel>0 && gap_iTruformLevel>0) dwFlags |= D3DUSAGE_NPATCHES;
const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
// dealocate if needed
if( _pGfx->gl_ctIndices>0) D3DRELEASE( _pGfx->gl_pd3dIdx, TRUE);
// allocate if needed
if( ctIndices>0)
{
// eventually update max index count
if( _pGfx->gl_ctIndices < ctIndices) _pGfx->gl_ctIndices = ctIndices;
else ctIndices = _pGfx->gl_ctIndices;
// create buffer
hr = pd3dDev->CreateIndexBuffer( ctIndices*IDXSIZE, dwFlags, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dIdx);
D3D_CHECKERROR(hr);
// set it
hr = _pGfx->gl_pd3dDevice->SetIndices( _pGfx->gl_pd3dIdx, 0);
D3D_CHECKERROR(hr);
}
// just switch it off if not needed any more (i.e. D3D is shutting down)
else _pGfx->gl_ctIndices = 0;
// reset and check
_iIdxOffset = 0;
ASSERT(_pGfx->gl_ctIndices<65536);
}
// initialize Direct3D driver
BOOL CGfxLibrary::InitDriver_D3D(void)
{
// check for presence of DirectX 8
gl_hiDriver = LoadLibraryA( "D3D8.DLL");
if( gl_hiDriver==NONE) {
// not present - BUAHHAHAHAHAR :)
CPrintF( "DX8 error: API not installed.\n");
gl_gaAPI[GAT_D3D].ga_ctAdapters = 0;
return FALSE;
}
// query DX8 interface
IDirect3D8* (WINAPI *pDirect3DCreate8)(UINT SDKVersion);
pDirect3DCreate8 = (IDirect3D8* (WINAPI *)(UINT SDKVersion))GetProcAddress( gl_hiDriver, "Direct3DCreate8");
if( pDirect3DCreate8==NULL) {
// cannot init
CPrintF( "DX8 error: Cannot get entry procedure address.\n");
FreeLibrary(gl_hiDriver);
gl_hiDriver = NONE;
return FALSE;
}
// init DX8
gl_pD3D = pDirect3DCreate8(D3D_SDK_VERSION);
if( gl_pD3D==NULL) {
// cannot start
CPrintF( "DX8 error: Cannot be initialized.\n");
FreeLibrary(gl_hiDriver);
gl_hiDriver = NONE;
return FALSE;
}
// made it!
return TRUE;
}
// initialize Direct3D driver
void CGfxLibrary::EndDriver_D3D(void)
{
// unbind textures
if( _pTextureStock!=NULL) {
{FOREACHINDYNAMICCONTAINER( _pTextureStock->st_ctObjects, CTextureData, ittd) {
CTextureData &td = *ittd;
td.td_tpLocal.Clear();
td.Unbind();
}}
}
// unbind fog, haze and flat texture
gfxDeleteTexture( _fog_ulTexture);
gfxDeleteTexture( _haze_ulTexture);
ASSERT( _ptdFlat!=NULL);
_ptdFlat->td_tpLocal.Clear();
_ptdFlat->Unbind();
// reset shader and vertices
SetupShader_D3D(NONE);
SetupVertexArrays_D3D(0);
SetupIndexArray_D3D(0);
gl_d3dColorFormat = (D3DFORMAT)NONE;
gl_d3dDepthFormat = (D3DFORMAT)NONE;
// shutdown device and d3d
INDEX iRef;
iRef = gl_pd3dDevice->Release();
iRef = gl_pD3D->Release();
}
// prepare current viewport for rendering thru Direct3D
BOOL CGfxLibrary::SetCurrentViewport_D3D(CViewPort *pvp)
{
// determine full screen mode
CDisplayMode dm;
RECT rectWindow;
_pGfx->GetCurrentDisplayMode(dm);
ASSERT( (dm.dm_pixSizeI==0 && dm.dm_pixSizeJ==0) || (dm.dm_pixSizeI!=0 && dm.dm_pixSizeJ!=0));
GetClientRect( pvp->vp_hWnd, &rectWindow);
const PIX pixWinSizeI = rectWindow.right - rectWindow.left;
const PIX pixWinSizeJ = rectWindow.bottom - rectWindow.top;
// full screen allows only one window (main one, which has already been initialized)
if( dm.dm_pixSizeI==pixWinSizeI && dm.dm_pixSizeJ==pixWinSizeJ) {
gl_pvpActive = pvp; // remember as current viewport (must do that BEFORE InitContext)
if( gl_ulFlags & GLF_INITONNEXTWINDOW) InitContext_D3D();
gl_ulFlags &= ~GLF_INITONNEXTWINDOW;
return TRUE;
}
// if must init entire D3D
if( gl_ulFlags & GLF_INITONNEXTWINDOW) {
gl_ulFlags &= ~GLF_INITONNEXTWINDOW;
// reopen window
pvp->CloseCanvas();
pvp->OpenCanvas();
gl_pvpActive = pvp;
InitContext_D3D();
pvp->vp_ctDisplayChanges = gl_ctDriverChanges;
return TRUE;
}
// if window was not set for this driver
if( pvp->vp_ctDisplayChanges<gl_ctDriverChanges) {
// reopen window
pvp->CloseCanvas();
pvp->OpenCanvas();
pvp->vp_ctDisplayChanges = gl_ctDriverChanges;
gl_pvpActive = pvp;
return TRUE;
}
// no need to set context if it is the same window as last time
if( gl_pvpActive!=NULL && gl_pvpActive->vp_hWnd==pvp->vp_hWnd) return TRUE;
// set rendering target
HRESULT hr;
LPDIRECT3DSURFACE8 pColorSurface;
hr = pvp->vp_pSwapChain->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pColorSurface);
if( hr!=D3D_OK) return FALSE;
hr = gl_pd3dDevice->SetRenderTarget( pColorSurface, pvp->vp_pSurfDepth);
D3DRELEASE( pColorSurface, TRUE);
if( hr!=D3D_OK) return FALSE;
// remember as current window
gl_pvpActive = pvp;
return TRUE;
}
// prepares Direct3D drawing context
void CGfxLibrary::InitContext_D3D()
{
// must have context
ASSERT( gl_pvpActive!=NULL);
// report header
CPrintF( TRANS("\n* Direct3D context created: *----------------------------------\n"));
CDisplayAdapter &da = gl_gaAPI[GAT_D3D].ga_adaAdapter[gl_iCurrentAdapter];
CPrintF( " (%s, %s, %s)\n\n", da.da_strVendor, da.da_strRenderer, da.da_strVersion);
HRESULT hr;
// reset engine's internal Direct3D state variables
GFX_bTruform = FALSE;
GFX_bClipping = TRUE;
GFX_bFrontFace = TRUE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE); D3D_CHECKERROR(hr); GFX_bDepthTest = FALSE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE); D3D_CHECKERROR(hr); GFX_bDepthWrite = FALSE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE); D3D_CHECKERROR(hr); GFX_bAlphaTest = FALSE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE); D3D_CHECKERROR(hr); GFX_bBlending = FALSE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE); D3D_CHECKERROR(hr); GFX_bDithering = TRUE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, FALSE); D3D_CHECKERROR(hr); GFX_bClipPlane = FALSE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE); D3D_CHECKERROR(hr); GFX_eCullFace = GFX_NONE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL); D3D_CHECKERROR(hr); GFX_eDepthFunc = GFX_LESS_EQUAL;
hr = gl_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE); D3D_CHECKERROR(hr); GFX_eBlendSrc = GFX_ONE;
hr = gl_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE); D3D_CHECKERROR(hr); GFX_eBlendDst = GFX_ONE;
// (re)set some D3D defaults
hr = gl_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); D3D_CHECKERROR(hr);
hr = gl_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 128); D3D_CHECKERROR(hr);
// constant color default setup
hr = gl_pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, FALSE); D3D_CHECKERROR(hr);
hr = gl_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE); D3D_CHECKERROR(hr);
hr = gl_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xFFFFFFFF); D3D_CHECKERROR(hr);
D3DMATERIAL8 d3dMaterial;
memset( &d3dMaterial, 0, sizeof(d3dMaterial));
d3dMaterial.Diffuse.r = d3dMaterial.Ambient.r = 1.0f;
d3dMaterial.Diffuse.g = d3dMaterial.Ambient.g = 1.0f;
d3dMaterial.Diffuse.b = d3dMaterial.Ambient.b = 1.0f;
d3dMaterial.Diffuse.a = d3dMaterial.Ambient.a = 1.0f;
hr = gl_pd3dDevice->SetMaterial(&d3dMaterial);
D3D_CHECKERROR(hr);
GFX_bColorArray = FALSE;
// disable texturing
extern BOOL GFX_abTexture[GFX_MAXTEXUNITS];
for( INDEX iUnit=0; iUnit<GFX_MAXTEXUNITS; iUnit++) {
GFX_abTexture[iUnit] = FALSE;
GFX_iTexModulation[iUnit] = 1;
hr = gl_pd3dDevice->SetTexture( iUnit, NULL); D3D_CHECKERROR(hr);
hr = gl_pd3dDevice->SetTextureStageState( iUnit, D3DTSS_COLOROP, D3DTOP_DISABLE); D3D_CHECKERROR(hr);
hr = gl_pd3dDevice->SetTextureStageState( iUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE); D3D_CHECKERROR(hr);
}
// set default texture unit and modulation mode
GFX_iActiveTexUnit = 0;
// reset frustum/ortho matrix
extern BOOL GFX_bViewMatrix;
extern FLOAT GFX_fLastL, GFX_fLastR, GFX_fLastT, GFX_fLastB, GFX_fLastN, GFX_fLastF;
GFX_fLastL = GFX_fLastR = GFX_fLastT = GFX_fLastB = GFX_fLastN = GFX_fLastF = 0;
GFX_bViewMatrix = TRUE;
// reset depth range
D3DVIEWPORT8 d3dViewPort = { 0,0, 8,8, 0,1 };
hr = gl_pd3dDevice->SetViewport( &d3dViewPort); D3D_CHECKERROR(hr);
hr = gl_pd3dDevice->GetViewport( &d3dViewPort); D3D_CHECKERROR(hr);
ASSERT( d3dViewPort.MinZ==0 && d3dViewPort.MaxZ==1);
GFX_fMinDepthRange = 0.0f;
GFX_fMaxDepthRange = 1.0f;
// get capabilites
D3DCAPS8 d3dCaps;
hr = gl_pd3dDevice->GetDeviceCaps( &d3dCaps);
D3D_CHECKERROR(hr);
// determine rasterizer acceleration
gl_ulFlags &= ~GLF_HASACCELERATION;
if( (d3dCaps.DevCaps & D3DDEVCAPS_HWRASTERIZATION)
|| d3dDevType==D3DDEVTYPE_REF) gl_ulFlags |= GLF_HASACCELERATION;
// determine support for 32-bit textures
gl_ulFlags &= ~GLF_32BITTEXTURES;
if( HasTextureFormat_D3D(D3DFMT_X8R8G8B8)
|| HasTextureFormat_D3D(D3DFMT_A8R8G8B8)) gl_ulFlags |= GLF_32BITTEXTURES;
// determine support for compressed textures
gl_ulFlags &= ~GLF_TEXTURECOMPRESSION;
if( HasTextureFormat_D3D(D3DFMT_DXT1)) gl_ulFlags |= GLF_TEXTURECOMPRESSION;
// determine max supported dimension of texture
gl_pixMaxTextureDimension = d3dCaps.MaxTextureWidth;
ASSERT( gl_pixMaxTextureDimension == d3dCaps.MaxTextureHeight); // perhaps not ?
// determine support for disabling of color buffer writes
gl_ulFlags &= ~GLF_D3D_COLORWRITES;
if( d3dCaps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) gl_ulFlags |= GLF_D3D_COLORWRITES;
// determine support for custom clip planes
gl_ulFlags &= ~GLF_D3D_CLIPPLANE;
if( d3dCaps.MaxUserClipPlanes>0) gl_ulFlags |= GLF_D3D_CLIPPLANE;
else CPrintF( TRANS("User clip plane not supported - mirrors will not work well.\n"));
// determine support for texture LOD biasing
gl_fMaxTextureLODBias = 0.0f;
if( d3dCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) {
gl_fMaxTextureLODBias = 4.0f;
}
// determine support for anisotropic filtering
gl_iMaxTextureAnisotropy = 1;
if( d3dCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) {
gl_iMaxTextureAnisotropy = d3dCaps.MaxAnisotropy;
ASSERT( gl_iMaxTextureAnisotropy>1);
}
// determine support for z-biasing
gl_ulFlags &= ~GLF_D3D_ZBIAS;
if( d3dCaps.RasterCaps & D3DPRASTERCAPS_ZBIAS) gl_ulFlags |= GLF_D3D_ZBIAS;
// check support for vsync swapping
gl_ulFlags &= ~GLF_VSYNC;
if( d3dCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) {
if( d3dCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) gl_ulFlags |= GLF_VSYNC;
} else CPrintF( TRANS(" Vertical syncronization cannot be disabled.\n"));
// determine support for N-Patches
extern INDEX truform_iLevel;
extern BOOL truform_bLinear;
truform_iLevel = -1;
truform_bLinear = FALSE;
gl_iTessellationLevel = 0;
gl_iMaxTessellationLevel = 0;
INDEX ctMinStreams = GFX_MINSTREAMS; // set minimum number of required streams
if( d3dCaps.DevCaps & D3DDEVCAPS_NPATCHES) {
if( gl_ctMaxStreams>GFX_MINSTREAMS) {
gl_iMaxTessellationLevel = 7;
hr = gl_pd3dDevice->SetRenderState( D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
D3D_CHECKERROR(hr);
ctMinStreams++; // need an extra stream for normals now
} else CPrintF( TRANS("Not enough streams - N-Patches cannot be used.\n"));
}
// determine support for multi-texturing (only if Modulate2X mode is supported!)
gl_ctTextureUnits = 1;
gl_ctRealTextureUnits = d3dCaps.MaxSimultaneousTextures;
if( gl_ctRealTextureUnits>1) {
// check everything that is required for multi-texturing
if( !(d3dCaps.TextureOpCaps&D3DTOP_MODULATE2X)) CPrintF( TRANS("Texture operation MODULATE2X missing - multi-texturing cannot be used.\n"));
else if( gl_ctMaxStreams<=ctMinStreams) CPrintF( TRANS("Not enough streams - multi-texturing cannot be used.\n"));
else gl_ctTextureUnits = Min( GFX_MAXTEXUNITS, Min( gl_ctRealTextureUnits, 1+gl_ctMaxStreams-ctMinStreams));
}
// setup fog and haze textures
extern PIX _fog_pixSizeH;
extern PIX _fog_pixSizeL;
extern PIX _haze_pixSize;
_fog_ulTexture = NONE;
_haze_ulTexture = NONE;
_fog_pixSizeH = 0;
_fog_pixSizeL = 0;
_haze_pixSize = 0;
// prepare pattern texture
extern CTexParams _tpPattern;
extern ULONG _ulPatternTexture;
extern ULONG _ulLastUploadedPattern;
_ulPatternTexture = NONE;
_ulLastUploadedPattern = 0;
_tpPattern.Clear();
// determine number of color/texcoord buffers
gl_ctTexBuffers = gl_ctTextureUnits;
gl_ctColBuffers = 1;
INDEX ctStreamsRemain = gl_ctMaxStreams - (ctMinStreams-1+gl_ctTextureUnits); // -1 because of 1 texture unit inside MinStreams
FOREVER {
// done if no more or enough streams
if( ctStreamsRemain==0 || (gl_ctTexBuffers==GFX_MAXLAYERS && gl_ctColBuffers==GFX_MAXLAYERS)) break;
// increase number of tex or color buffers
if( gl_ctColBuffers<gl_ctTexBuffers) gl_ctColBuffers++;
else gl_ctTexBuffers++;
// next stream (if available)
ctStreamsRemain--;
}
// prepare vertex arrays
gl_pd3dIdx = NULL;
gl_pd3dVtx = NULL;
gl_pd3dNor = NULL;
for( INDEX i=0; i<GFX_MAXLAYERS; i++) gl_pd3dCol[i] = gl_pd3dTex[i] = NULL;
ASSERT( gl_ctTexBuffers>0 && gl_ctTexBuffers<=GFX_MAXLAYERS);
ASSERT( gl_ctColBuffers>0 && gl_ctColBuffers<=GFX_MAXLAYERS);
gl_ctVertices = 0;
gl_ctIndices = 0;
extern INDEX d3d_iVertexBuffersSize;
extern INDEX _iLastVertexBufferSize;
const INDEX ctVertices = VerticesFromSize_D3D(d3d_iVertexBuffersSize);
_iLastVertexBufferSize = d3d_iVertexBuffersSize;
SetupVertexArrays_D3D(ctVertices);
SetupIndexArray_D3D(2*ctVertices);
// reset texture filtering and some static vars
_tpGlobal[0].Clear();
_tpGlobal[1].Clear();
_tpGlobal[2].Clear();
_tpGlobal[3].Clear();
_avsShaders.Clear();
_iVtxOffset = 0;
_iIdxOffset = 0;
_dwCurrentVS = NONE;
_ulStreamsMask = NONE;
_ulLastStreamsMask = NONE;
_bProjectiveMapping = FALSE;
_bLastProjectiveMapping = FALSE;
gl_dwVertexShader = NONE;
GFX_ctVertices = 0;
// reset locking flags
_dwVtxLockFlags = D3DLOCK_DISCARD;
for( i=0; i<GFX_MAXLAYERS; i++) _dwColLockFlags[i] = _dwTexLockFlags[i] = D3DLOCK_DISCARD;
// set default texture filtering/biasing
extern INDEX gap_iTextureFiltering;
extern INDEX gap_iTextureAnisotropy;
extern FLOAT gap_fTextureLODBias;
gfxSetTextureFiltering( gap_iTextureFiltering, gap_iTextureAnisotropy);
gfxSetTextureBiasing( gap_fTextureLODBias);
// mark pretouching and probing
extern BOOL _bNeedPretouch;
_bNeedPretouch = TRUE;
gl_bAllowProbing = FALSE;
// update console system vars
extern void UpdateGfxSysCVars(void);
UpdateGfxSysCVars();
// reload all loaded textures and eventually shadowmaps
extern INDEX shd_bCacheAll;
extern void ReloadTextures(void);
extern void CacheShadows(void);
ReloadTextures();
if( shd_bCacheAll) CacheShadows();
}
// find depth buffer format (for specified color format) that closest matches required bit depth
static D3DFORMAT FindDepthFormat_D3D( INDEX iAdapter, D3DFORMAT d3dfColor, INDEX &iDepthBits)
{
// safeties
ASSERT( iDepthBits==0 || iDepthBits==16 || iDepthBits==24 || iDepthBits==32);
ASSERT( d3dfColor==D3DFMT_R5G6B5 || d3dfColor==D3DFMT_X8R8G8B8);
// adjust required Z-depth from color depth if needed
if( iDepthBits==0 && d3dfColor==D3DFMT_R5G6B5) iDepthBits = 16;
else if( iDepthBits==0 && d3dfColor==D3DFMT_X8R8G8B8) iDepthBits = 32;
// determine closest z-depth
D3DFORMAT ad3dFormats[] = { D3DFMT_D32, // 32-bits
D3DFMT_D24X8, D3DFMT_D24S8, D3DFMT_D24X4S4, // 24-bits
D3DFMT_D16, D3DFMT_D15S1, D3DFMT_D16_LOCKABLE }; // 16-bits
const INDEX ctFormats = sizeof(ad3dFormats) / sizeof(ad3dFormats[0]);
// find starting point from which format to search for support
INDEX iStart;
if( iDepthBits==32) iStart = 0;
else if( iDepthBits==24) iStart = 1;
else iStart = 4;
// search
INDEX i;
HRESULT hr;
for( i=iStart; i<ctFormats; i++) {
hr = _pGfx->gl_pD3D->CheckDepthStencilMatch( iAdapter, d3dDevType, d3dfColor, d3dfColor, ad3dFormats[i]);
if( hr==D3D_OK) break;
}
// not found?
if( i==ctFormats) {
// do additional check for whole format list
for( i=0; i<iStart; i++) {
hr = _pGfx->gl_pD3D->CheckDepthStencilMatch( iAdapter, d3dDevType, d3dfColor, d3dfColor, ad3dFormats[i]);
if( hr==D3D_OK) break;
}
// what, z-buffer still not supported?
if( i==iStart) {
ASSERT( "FindDepthFormat_D3D: Z-buffer format not found?!" );
iDepthBits = 0;
return D3DFMT_UNKNOWN;
}
}
// aaaah, found! :)
ASSERT( i>=0 && i<ctFormats);
if( i>3) iDepthBits = 16;
else if( i>0) iDepthBits = 24;
else iDepthBits = 32;
return ad3dFormats[i];
}
// prepare display mode
BOOL CGfxLibrary::InitDisplay_D3D( INDEX iAdapter, PIX pixSizeI, PIX pixSizeJ,
enum DisplayDepth eColorDepth)
{
// reset
HRESULT hr;
D3DDISPLAYMODE d3dDisplayMode;
D3DPRESENT_PARAMETERS d3dPresentParams;
gl_pD3D->GetAdapterDisplayMode( iAdapter, &d3dDisplayMode);
memset( &d3dPresentParams, 0, sizeof(d3dPresentParams));
// readout device capabilites
D3DCAPS8 d3dCaps;
hr = gl_pD3D->GetDeviceCaps( iAdapter, d3dDevType, &d3dCaps);
D3D_CHECKERROR(hr);
// clamp depth/stencil values
extern INDEX gap_iDepthBits;
extern INDEX gap_iStencilBits;
if( gap_iDepthBits <12) gap_iDepthBits = 0;
else if( gap_iDepthBits <22) gap_iDepthBits = 16;
else if( gap_iDepthBits <28) gap_iDepthBits = 24;
else gap_iDepthBits = 32;
if( gap_iStencilBits<3) gap_iStencilBits = 0;
else if( gap_iStencilBits<7) gap_iStencilBits = 4;
else gap_iStencilBits = 8;
// prepare
INDEX iZDepth = gap_iDepthBits;
D3DFORMAT d3dDepthFormat = D3DFMT_UNKNOWN;
D3DFORMAT d3dColorFormat = d3dDisplayMode.Format;
d3dPresentParams.BackBufferCount = 1;
d3dPresentParams.MultiSampleType = D3DMULTISAMPLE_NONE; // !!!! TODO
d3dPresentParams.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
d3dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
const BOOL bFullScreen = (pixSizeI>0 && pixSizeJ>0);
// setup for full screen
if( bFullScreen) {
// determine color and depth format
if( eColorDepth==DD_16BIT) d3dColorFormat = D3DFMT_R5G6B5;
if( eColorDepth==DD_32BIT) d3dColorFormat = D3DFMT_X8R8G8B8;
d3dDepthFormat = FindDepthFormat_D3D( iAdapter, d3dColorFormat, iZDepth);
// determine refresh rate and presentation interval
extern INDEX gap_iRefreshRate;
const UINT uiRefresh = gap_iRefreshRate>0 ? gap_iRefreshRate : D3DPRESENT_RATE_DEFAULT;
const SLONG slIntervals = d3dCaps.PresentationIntervals;
UINT uiInterval = (slIntervals&D3DPRESENT_INTERVAL_IMMEDIATE) ? D3DPRESENT_INTERVAL_IMMEDIATE : D3DPRESENT_INTERVAL_ONE;
extern INDEX gap_iSwapInterval;
switch(gap_iSwapInterval) {
case 1: if( slIntervals&D3DPRESENT_INTERVAL_ONE) uiInterval=D3DPRESENT_INTERVAL_ONE; break;
case 2: if( slIntervals&D3DPRESENT_INTERVAL_TWO) uiInterval=D3DPRESENT_INTERVAL_TWO; break;
case 3: if( slIntervals&D3DPRESENT_INTERVAL_THREE) uiInterval=D3DPRESENT_INTERVAL_THREE; break;
case 4: if( slIntervals&D3DPRESENT_INTERVAL_FOUR) uiInterval=D3DPRESENT_INTERVAL_FOUR; break;
default: break;
} // construct back cvar
switch(uiInterval) {
case 1: gap_iSwapInterval=1; break;
case 2: gap_iSwapInterval=2; break;
case 3: gap_iSwapInterval=3; break;
case 4: gap_iSwapInterval=4; break;
default: gap_iSwapInterval=0; break;
} gl_iSwapInterval = gap_iSwapInterval; // copy to gfx lib
// set context directly to main window
d3dPresentParams.Windowed = FALSE;
d3dPresentParams.BackBufferWidth = pixSizeI;
d3dPresentParams.BackBufferHeight = pixSizeJ;
d3dPresentParams.BackBufferFormat = d3dColorFormat;
d3dPresentParams.EnableAutoDepthStencil = TRUE;
d3dPresentParams.AutoDepthStencilFormat = d3dDepthFormat;
d3dPresentParams.FullScreen_RefreshRateInHz = uiRefresh;
d3dPresentParams.FullScreen_PresentationInterval = uiInterval;
}
// setup for windowed mode
else {
// create dummy Direct3D context
d3dPresentParams.Windowed = TRUE;
d3dPresentParams.BackBufferWidth = 8;
d3dPresentParams.BackBufferHeight = 8;
d3dPresentParams.BackBufferFormat = d3dColorFormat;
d3dPresentParams.EnableAutoDepthStencil = FALSE;
d3dDepthFormat = FindDepthFormat_D3D( iAdapter, d3dColorFormat, iZDepth);
gl_iSwapInterval = -1;
}
// determine HW or SW vertex processing
DWORD dwVP = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
gl_ulFlags &= ~(GLF_D3D_HASHWTNL|GLF_D3D_USINGHWTNL);
gl_ctMaxStreams = 16; // software T&L has enough streams
extern INDEX d3d_bUseHardwareTnL;
// cannot have HW VP if not supported by HW, right?
if( d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
gl_ulFlags |= GLF_D3D_HASHWTNL;
gl_ctMaxStreams = d3dCaps.MaxStreams;
if( gl_ctMaxStreams<GFX_MINSTREAMS) d3d_bUseHardwareTnL = 0; // cannot use HW T&L if not enough streams
if( d3d_bUseHardwareTnL) {
d3d_bUseHardwareTnL = 1; // clamp just in case
dwVP = D3DCREATE_HARDWARE_VERTEXPROCESSING;
gl_ulFlags |= GLF_D3D_USINGHWTNL;
} // no HW T&L
} else d3d_bUseHardwareTnL = 0;
// go for it ...
extern HWND _hwndMain;
extern const D3DDEVTYPE d3dDevType;
hr = gl_pD3D->CreateDevice( iAdapter, d3dDevType, _hwndMain, dwVP, &d3dPresentParams, &gl_pd3dDevice);
if( hr!=D3D_OK) return FALSE;
gl_d3dColorFormat = d3dColorFormat;
gl_d3dDepthFormat = d3dDepthFormat;
gl_iCurrentDepth = iZDepth;
return TRUE;
}
// fallback D3D internal format
// (reverts to next format that closely matches requied one)
static D3DFORMAT FallbackFormat_D3D( D3DFORMAT eFormat, BOOL b2ndTry)
{
switch( eFormat) {
case D3DFMT_X8R8G8B8: return !b2ndTry ? D3DFMT_A8R8G8B8 : D3DFMT_R5G6B5;
case D3DFMT_X1R5G5B5: return !b2ndTry ? D3DFMT_R5G6B5 : D3DFMT_A1R5G5B5;
case D3DFMT_X4R4G4B4: return !b2ndTry ? D3DFMT_R5G6B5 : D3DFMT_A1R5G5B5;
case D3DFMT_R5G6B5: return !b2ndTry ? D3DFMT_X1R5G5B5 : D3DFMT_A1R5G5B5;
case D3DFMT_L8: return !b2ndTry ? D3DFMT_A8L8 : D3DFMT_X8R8G8B8;
case D3DFMT_A8L8: return D3DFMT_A8R8G8B8;
case D3DFMT_A1R5G5B5: return D3DFMT_A4R4G4B4;
case D3DFMT_A8R8G8B8: return D3DFMT_A4R4G4B4;
case D3DFMT_DXT1: return D3DFMT_A1R5G5B5;
case D3DFMT_DXT3: return D3DFMT_A4R4G4B4;
case D3DFMT_DXT5: return D3DFMT_A4R4G4B4;
case D3DFMT_A4R4G4B4: // must have this one!
default: ASSERTALWAYS( "Can't fallback texture format.");
} // missed!
return D3DFMT_UNKNOWN;
}
// find closest
extern D3DFORMAT FindClosestFormat_D3D( D3DFORMAT d3df)
{
FOREVER {
if( HasTextureFormat_D3D(d3df)) return d3df;
D3DFORMAT d3df2 = FallbackFormat_D3D( d3df, FALSE);
if( HasTextureFormat_D3D(d3df2)) return d3df2;
d3df = FallbackFormat_D3D( d3df, TRUE);
}
}
// VERTEX/INDEX BUFFERS SUPPORT THRU STREAMS
// DEBUG helper
static void CheckStreams(void)
{
UINT uiRet, ui;
INDEX iRef, iPass;
DWORD dwVS;
HRESULT hr;
LPDIRECT3DVERTEXBUFFER8 pVBRet, pVB;
LPDIRECT3DINDEXBUFFER8 pIBRet;
const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
// check passes and buffer position
ASSERT( _iTexPass>=0 && _iColPass>=0);
ASSERT( _iVtxPos >=0 && _iVtxPos<65536);
// check vertex positions
ASSERT( _ulStreamsMask & (1<<POSIDX)); // must be in shader!
hr = pd3dDev->GetStreamSource( POSIDX, &pVBRet, &uiRet);
D3D_CHECKERROR(hr);
ASSERT( pVBRet!=NULL);
iRef = pVBRet->Release();
ASSERT( iRef==1 && pVBRet==_pGfx->gl_pd3dVtx && uiRet==POSSIZE);
// check normals
pVB = NULL;
ui = NORSIZE;
hr = pd3dDev->GetStreamSource( NORIDX, &pVBRet, &uiRet);
D3D_CHECKERROR(hr);
if( pVBRet!=NULL) iRef = pVBRet->Release();
if( _ulStreamsMask & (1<<NORIDX)) pVB = _pGfx->gl_pd3dNor;
ASSERT( iRef==1 && pVBRet==pVB && (uiRet==ui || uiRet==0));
// check colors
pVB = NULL;
ui = COLSIZE;
hr = pd3dDev->GetStreamSource( COLIDX, &pVBRet, &uiRet);
D3D_CHECKERROR(hr);
if( pVBRet!=NULL) iRef = pVBRet->Release();
if( _ulStreamsMask & (1<<COLIDX)) {
iPass = (_iColPass-1) % _pGfx->gl_ctColBuffers;
pVB = _pGfx->gl_pd3dCol[iPass];
}
ASSERT( iRef==1 && pVBRet==pVB && (uiRet==ui || uiRet==0));
// check 1st texture coords
pVB = NULL;
ui = _bProjectiveMapping ? TX4SIZE : TEXSIZE;
hr = pd3dDev->GetStreamSource( TEXIDX, &pVBRet, &uiRet);
D3D_CHECKERROR(hr);
if( pVBRet!=NULL) iRef = pVBRet->Release();
if( _ulStreamsMask & (1<<(TEXIDX))) {
iPass = (_iTexPass-1) % _pGfx->gl_ctTexBuffers;
pVB = _pGfx->gl_pd3dTex[iPass];
}
ASSERT( iRef==1 && pVBRet==pVB && (uiRet==ui || uiRet==0));
// check indices
hr = pd3dDev->GetIndices( &pIBRet, &uiRet);
D3D_CHECKERROR(hr);
ASSERT( pIBRet!=NULL);
iRef = pIBRet->Release();
ASSERT( iRef==1 && pIBRet==_pGfx->gl_pd3dIdx && uiRet==0);
// check shader
hr = pd3dDev->GetVertexShader( &dwVS);
D3D_CHECKERROR(hr);
ASSERT( dwVS!=NONE && dwVS==_pGfx->gl_dwVertexShader);
/* check shader declaration (SEEMS LIKE THIS SHIT DOESN'T WORK!)
const INDEX ctMaxDecls = 2*MAXSTREAMS+1;
INDEX ctDecls = ctMaxDecls;
DWORD adwDeclRet[ctMaxDecls];
hr = pd3dDev->GetVertexShaderDeclaration( _pGfx->gl_dwVertexShader, (void*)&adwDeclRet[0], (DWORD*)&ctDecls);
D3D_CHECKERROR(hr);
ASSERT( ctDecls>0 && ctDecls<ctMaxDecls);
INDEX iRet = memcmp( &adwDeclRet[0], &_adwCurrentDecl[0], ctDecls*sizeof(DWORD));
ASSERT( iRet==0); */
}
// prepare vertex array for D3D (type 0=vtx, 1=nor, 2=col, 3=tex, 4=projtex)
extern void SetVertexArray_D3D( INDEX iType, ULONG *pulVtx)
{
HRESULT hr;
SLONG slStride;
DWORD dwLockFlag;
INDEX iStream, iThisPass;
INDEX ctLockSize, iLockOffset;
LPDIRECT3DVERTEXBUFFER8 pd3dVB;
ASSERT( _iTexPass>=0 && _iColPass>=0);
ASSERT( _iVtxPos >=0 && _iVtxPos<65536);
const BOOL bHWTnL = _pGfx->gl_ulFlags & GLF_D3D_USINGHWTNL;
// determine which buffer we work on
switch(iType)
{
// VERTICES
case 0:
// make sure that we have enough space in vertex buffers
ASSERT(GFX_ctVertices>0);
SetupVertexArrays_D3D( GFX_ctVertices * (bHWTnL?2:1));
// determine lock type
pd3dVB = _pGfx->gl_pd3dVtx;
if( !bHWTnL || (_iVtxOffset+GFX_ctVertices)>=_pGfx->gl_ctVertices) {
// reset pos and flags
_iVtxOffset = 0;
_dwVtxLockFlags = D3DLOCK_DISCARD;
for( INDEX i=0; i<GFX_MAXLAYERS; i++) _dwColLockFlags[i] = _dwTexLockFlags[i] = _dwVtxLockFlags;
} else _dwVtxLockFlags = D3DLOCK_NOOVERWRITE;
// keep and advance current lock position
_iVtxPos = _iVtxOffset;
_iVtxOffset += GFX_ctVertices;
// determine lock type, pos and size
dwLockFlag = _dwVtxLockFlags;
ctLockSize = GFX_ctVertices*4;
iLockOffset = _iVtxPos*4;
// set stream params
iStream = POSIDX;
slStride = POSSIZE;
// reset array states
_ulStreamsMask = NONE;
_bProjectiveMapping = FALSE;
_iTexPass = _iColPass = 0;
break;
// NORMALS
case 1:
ASSERT( _pGfx->gl_iMaxTessellationLevel>0 && gap_iTruformLevel>0); // only if enabled
pd3dVB = _pGfx->gl_pd3dNor;
ASSERT( _iTexPass<2 && _iColPass<2); // normals must be set in 1st pass (completed or not)
// determine lock type, pos and size
dwLockFlag = _dwVtxLockFlags;
ctLockSize = GFX_ctVertices*4;
iLockOffset = _iVtxPos*4;
// set stream params
iStream = NORIDX;
slStride = NORSIZE;
break;
// COLORS
case 2:
iThisPass = _iColPass;
// restart in case of too many passes
if( iThisPass>=_pGfx->gl_ctColBuffers) {
dwLockFlag = D3DLOCK_DISCARD;
iThisPass %= _pGfx->gl_ctColBuffers;
} else { // continue in case of enough buffers
dwLockFlag = _dwColLockFlags[iThisPass];
} // mark
_dwColLockFlags[iThisPass] = D3DLOCK_NOOVERWRITE;
ASSERT( iThisPass>=0 && iThisPass<_pGfx->gl_ctColBuffers);
pd3dVB = _pGfx->gl_pd3dCol[iThisPass];
// determine lock pos and size
ctLockSize = GFX_ctVertices*1;
iLockOffset = _iVtxPos*1;
// set stream params
iStream = COLIDX;
slStride = COLSIZE;
_iColPass++; // advance to next color pass
break;
// PROJECTIVE TEXTURE COORDINATES
case 4:
_bProjectiveMapping = TRUE;
// fall thru ...
// TEXTURE COORDINATES
case 3:
iThisPass = _iTexPass;
// restart in case of too many passes
if( iThisPass>=_pGfx->gl_ctTexBuffers) {
dwLockFlag = D3DLOCK_DISCARD;
iThisPass %= _pGfx->gl_ctTexBuffers;
} else { // continue in case of enough buffers
dwLockFlag = _dwTexLockFlags[iThisPass];
} // mark
_dwTexLockFlags[iThisPass] = D3DLOCK_NOOVERWRITE;
ASSERT( iThisPass>=0 && iThisPass<_pGfx->gl_ctTexBuffers);
pd3dVB = _pGfx->gl_pd3dTex[iThisPass];
// set stream number (must take into account tex-unit, because of multi-texturing!)
iStream = TEXIDX +GFX_iActiveTexUnit;
// determine stride, lock pos and size
if( _bProjectiveMapping) {
ctLockSize = GFX_ctVertices*4;
iLockOffset = _iVtxPos*4;
slStride = TX4SIZE;
} else {
ctLockSize = GFX_ctVertices*2;
iLockOffset = _iVtxPos*2;
slStride = TEXSIZE;
} // advance to next texture pass
_iTexPass++;
break;
// BUF! WRONG.
default: ASSERTALWAYS( "SetVertexArray_D3D: wrong stream number!");
}
ASSERT( _iTexPass>=0 && _iColPass>=0);
ASSERT( _iVtxPos >=0 && _iVtxPos<65536);
// fetch D3D buffer
ULONG *pulLockedBuffer;
hr = pd3dVB->Lock( iLockOffset*sizeof(ULONG), ctLockSize*sizeof(ULONG), (UBYTE**)&pulLockedBuffer, dwLockFlag);
D3D_CHECKERROR(hr);
// copy (or convert) vertices there and unlock
ASSERT(pulVtx!=NULL);
if( iType!=2) CopyLongs( pulVtx, pulLockedBuffer, ctLockSize); // vertex array
else abgr2argb( pulVtx, pulLockedBuffer, ctLockSize); // color array (needs conversion)
// done
hr = pd3dVB->Unlock();
D3D_CHECKERROR(hr);
// update streams mask and assign
_ulStreamsMask |= 1<<iStream;
hr = _pGfx->gl_pd3dDevice->SetStreamSource( iStream, pd3dVB, slStride);
D3D_CHECKERROR(hr);
}
// prepare and draw arrays
extern void DrawElements_D3D( INDEX ctIndices, INDEX *pidx)
{
// paranoid & sunburnt (by Skunk Anansie:)
ASSERT( _iTexPass>=0 && _iColPass>=0);
ASSERT( _iVtxPos >=0 && _iVtxPos<65536);
const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
// at least one triangle must be sent
ASSERT( ctIndices>=3 && ((ctIndices/3)*3)==ctIndices);
if( ctIndices<3) return;
extern INDEX d3d_iVertexRangeTreshold;
d3d_iVertexRangeTreshold = Clamp( d3d_iVertexRangeTreshold, 0L, 9999L);
// eventually adjust size of index buffer
const BOOL bHWTnL = _pGfx->gl_ulFlags & GLF_D3D_USINGHWTNL;
SetupIndexArray_D3D( ctIndices * (bHWTnL?2:1));
// determine lock position and type
if( (_iIdxOffset+ctIndices) >= _pGfx->gl_ctIndices) _iIdxOffset = 0;
const DWORD dwLockFlag = (_iIdxOffset>0) ? D3DLOCK_NOOVERWRITE : D3DLOCK_DISCARD;
const SLONG slLockSize = ctIndices *IDXSIZE;
const SLONG slLockOffset = _iIdxOffset*IDXSIZE;
// copy indices to index buffer
HRESULT hr;
UWORD *puwLockedBuffer;
hr = _pGfx->gl_pd3dIdx->Lock( slLockOffset, slLockSize, (UBYTE**)&puwLockedBuffer, dwLockFlag);
D3D_CHECKERROR(hr);
INDEX iMinIndex = 65536;
INDEX iMaxIndex = 0;
const BOOL bSetRange = !(_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL) && (GFX_ctVertices>d3d_iVertexRangeTreshold);
ASSERT( _iVtxPos>=0 && _iVtxPos<65536);
#if ASMOPT == 1
const __int64 mmSignD = 0x0000800000008000;
const __int64 mmSignW = 0x8000800080008000;
__asm {
// adjust 32-bit and copy to 16-bit array
mov esi,D [pidx]
mov edi,D [puwLockedBuffer]
mov ecx,D [ctIndices]
shr ecx,2 // 4 by 4
jz elemL2
movd mm7,D [_iVtxPos]
punpcklwd mm7,mm7
punpckldq mm7,mm7 // MM7 = vtxPos | vtxPos || vtxPos | vtxPos
paddw mm7,Q [mmSignW]
elemCLoop:
movq mm1,Q [esi+0]
movq mm2,Q [esi+8]
psubd mm1,Q [mmSignD]
psubd mm2,Q [mmSignD]
packssdw mm1,mm2
paddw mm1,mm7
movq Q [edi],mm1
add esi,4*4
add edi,2*4
dec ecx
jnz elemCLoop
emms
elemL2:
test D [ctIndices],2
jz elemL1
mov eax,D [esi+0]
mov edx,D [esi+4]
add eax,D [_iVtxPos]
add edx,D [_iVtxPos]
shl edx,16
or eax,edx
mov D [edi],eax
add esi,4*2
add edi,2*2
elemL1:
test D [ctIndices],1
jz elemRange
mov eax,D [esi]
add eax,D [_iVtxPos]
mov W [edi],ax
elemRange:
// find min/max index (if needed)
cmp D [bSetRange],0
jz elemEnd
mov edi,D [iMinIndex]
mov edx,D [iMaxIndex]
mov esi,D [pidx]
mov ecx,D [ctIndices]
elemTLoop:
mov eax,D [esi]
add eax,D [_iVtxPos]
cmp eax,edi
cmovl edi,eax
cmp eax,edx
cmovg edx,eax
add esi,4
dec ecx
jnz elemTLoop
mov D [iMinIndex],edi
mov D [iMaxIndex],edx
elemEnd:
}
#else
for( INDEX idx=0; idx<ctIndices; idx++) {
const INDEX iAdj = pidx[idx] + _iVtxPos;
if( iMinIndex>iAdj) iMinIndex = iAdj;
else if( iMaxIndex<iAdj) iMaxIndex = iAdj;
puwLockedBuffer[idx] = iAdj;
}
#endif
// indices filled
hr = _pGfx->gl_pd3dIdx->Unlock();
D3D_CHECKERROR(hr);
// check whether to use color array or not
if( GFX_bColorArray) _ulStreamsMask |= (1<<COLIDX);
else _ulStreamsMask &= ~(1<<COLIDX);
// must adjust some stuff when projective mapping usage has been toggled
if( !_bLastProjectiveMapping != !_bProjectiveMapping) {
_bLastProjectiveMapping = _bProjectiveMapping;
D3DTEXTURETRANSFORMFLAGS ttf;
if( _bProjectiveMapping) {
_ulStreamsMask |= 0x1000;
ttf = D3DTTFF_PROJECTED;
} else ttf = D3DTTFF_DISABLE;
hr = pd3dDev->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, ttf);
D3D_CHECKERROR(hr);
}
// eventually (re)construct vertex shader out of streams' bit-mask
if( _ulLastStreamsMask != _ulStreamsMask)
{ // reset streams that were used before
ULONG ulThisMask = _ulStreamsMask;
ULONG ulLastMask = _ulLastStreamsMask;
for( INDEX iStream=0; iStream<MAXSTREAMS; iStream++) {
if( (ulThisMask&1)==0 && (ulLastMask&1)!=0) {
hr = pd3dDev->SetStreamSource( iStream,NULL,0);
D3D_CHECKERROR(hr);
} // next stream
ulThisMask >>= 1;
ulLastMask >>= 1;
}
// setup new vertex shader
_dwCurrentVS = SetupShader_D3D(_ulStreamsMask);
_ulLastStreamsMask = _ulStreamsMask;
}
// (re)set vertex shader
ASSERT(_dwCurrentVS!=NONE);
if( _pGfx->gl_dwVertexShader!=_dwCurrentVS) {
hr = _pGfx->gl_pd3dDevice->SetVertexShader(_dwCurrentVS);
D3D_CHECKERROR(hr);
_pGfx->gl_dwVertexShader = _dwCurrentVS;
}
#ifndef NDEBUG
// Paranoid Android (by Radiohead:)
CheckStreams();
#endif
// determine vertex range
INDEX iVtxStart, ctVtxUsed;
// if not too much vertices in buffer
if( !bSetRange) {
// set whole vertex buffer
iVtxStart = _iVtxPos;
ctVtxUsed = GFX_ctVertices;
// if lotta vertices in buffer
} else {
// set only part of vertex buffer
iVtxStart = iMinIndex;
ctVtxUsed = iMaxIndex-iMinIndex+1;
ASSERT( iMinIndex<iMaxIndex);
}
// draw indices
hr = pd3dDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, iVtxStart, ctVtxUsed, _iIdxOffset, ctIndices/3);
D3D_CHECKERROR(hr);
// move to next available lock position
_iIdxOffset += ctIndices;
}
#endif // SE1_D3D