mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
1354 lines
45 KiB
C++
1354 lines
45 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "stdh.h"
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#include <Engine/Base/Translation.h>
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#include <Engine/Base/ErrorReporting.h>
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#include <Engine/Base/Memory.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/ViewPort.h>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/Stock_CTextureData.h>
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#ifdef SE1_D3D
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// asm shortcuts
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#define O offset
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#define Q qword ptr
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#define D dword ptr
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#define W word ptr
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#define B byte ptr
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#define ASMOPT 1
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extern INDEX gap_iTruformLevel;
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extern ULONG _fog_ulTexture;
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extern ULONG _haze_ulTexture;
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// state variables
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extern BOOL GFX_bDepthTest;
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extern BOOL GFX_bDepthWrite;
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extern BOOL GFX_bAlphaTest;
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extern BOOL GFX_bBlending;
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extern BOOL GFX_bDithering;
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extern BOOL GFX_bClipping;
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extern BOOL GFX_bClipPlane;
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extern BOOL GFX_bColorArray;
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extern BOOL GFX_bFrontFace;
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extern BOOL GFX_bTruform;
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extern INDEX GFX_iActiveTexUnit;
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extern FLOAT GFX_fMinDepthRange;
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extern FLOAT GFX_fMaxDepthRange;
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extern GfxBlend GFX_eBlendSrc;
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extern GfxBlend GFX_eBlendDst;
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extern GfxComp GFX_eDepthFunc;
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extern GfxFace GFX_eCullFace;
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extern INDEX GFX_iTexModulation[GFX_MAXTEXUNITS];
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extern INDEX GFX_ctVertices;
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extern BOOL D3D_bUseColorArray = FALSE;
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// internal vars
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static INDEX _iVtxOffset = 0;
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static INDEX _iIdxOffset = 0;
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static INDEX _iVtxPos = 0;
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static INDEX _iTexPass = 0;
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static INDEX _iColPass = 0;
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static DWORD _dwCurrentVS = NONE;
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static ULONG _ulStreamsMask = NONE;
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static ULONG _ulLastStreamsMask = NONE;
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static BOOL _bProjectiveMapping = FALSE;
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static BOOL _bLastProjectiveMapping = FALSE;
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static DWORD _dwVtxLockFlags; // for vertex and normal
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static DWORD _dwColLockFlags[GFX_MAXLAYERS]; // for colors
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static DWORD _dwTexLockFlags[GFX_MAXLAYERS]; // for texture coords
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// shaders created so far
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struct VertexShader {
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ULONG vs_ulMask;
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DWORD vs_dwHandle;
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};
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static CStaticStackArray<VertexShader> _avsShaders;
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// device type (HAL is default, REF is only for debuging)
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extern const D3DDEVTYPE d3dDevType = D3DDEVTYPE_HAL;
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// identity matrix
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extern const D3DMATRIX GFX_d3dIdentityMatrix = {
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1 };
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// sizes of vertex components
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#define POSSIZE (4*sizeof(FLOAT))
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#define NORSIZE (4*sizeof(FLOAT))
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#define TEXSIZE (2*sizeof(FLOAT))
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#define TX4SIZE (4*sizeof(FLOAT))
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#define COLSIZE (4*sizeof(UBYTE))
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#define IDXSIZE (1*sizeof(UWORD))
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#define POSIDX (0)
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#define COLIDX (1)
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#define TEXIDX (2)
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#define NORIDX (6)
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// SHADER SETUP PARAMS
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#define DECLTEXOFS (2*TEXIDX)
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#define MAXSTREAMS (7L)
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// template shader
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DWORD _adwDeclTemplate[] = {
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D3DVSD_STREAM(0),
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D3DVSD_REG( D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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D3DVSD_STREAM(1),
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D3DVSD_REG( D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
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D3DVSD_STREAM(2),
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D3DVSD_REG( D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
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D3DVSD_STREAM(3),
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D3DVSD_REG( D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT2),
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D3DVSD_STREAM(4),
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D3DVSD_REG( D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT2),
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D3DVSD_STREAM(5),
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D3DVSD_REG( D3DVSDE_TEXCOORD3, D3DVSDT_FLOAT2),
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D3DVSD_STREAM(6),
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D3DVSD_REG( D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
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D3DVSD_END()
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};
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// current shader
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DWORD _adwCurrentDecl[2*MAXSTREAMS+1];
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// check whether texture format is supported in D3D
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static BOOL HasTextureFormat_D3D( D3DFORMAT d3dTextureFormat)
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{
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// quickie?
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const D3DFORMAT d3dScreenFormat = _pGfx->gl_d3dColorFormat;
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if( d3dTextureFormat==D3DFMT_UNKNOWN || d3dScreenFormat==NONE) return TRUE;
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// check
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extern const D3DDEVTYPE d3dDevType;
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HRESULT hr = _pGfx->gl_pD3D->CheckDeviceFormat( _pGfx->gl_iCurrentAdapter, d3dDevType, d3dScreenFormat,
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0, D3DRTYPE_TEXTURE, d3dTextureFormat);
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return( hr==D3D_OK);
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}
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#define VTXSIZE (POSSIZE + (_pGfx->gl_iMaxTessellationLevel>0 ? NORSIZE : 0) + TX4SIZE \
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+ COLSIZE * _pGfx->gl_ctColBuffers \
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+ TEXSIZE * (_pGfx->gl_ctTexBuffers-1))
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// returns number of vertices based on vertex size and required size in memory (KB)
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extern INDEX VerticesFromSize_D3D( SLONG &slSize)
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{
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slSize = Clamp( slSize, 64L, 4096L);
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return (slSize*1024 / VTXSIZE);
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}
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// returns size in memory based on number of vertices
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extern SLONG SizeFromVertices_D3D( INDEX ctVertices)
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{
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return (ctVertices * VTXSIZE);
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}
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// construct vertex shader out of streams' bit-mask
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extern DWORD SetupShader_D3D( ULONG ulStreamsMask)
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{
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HRESULT hr;
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const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
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const INDEX ctShaders = _avsShaders.Count();
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INDEX iVS;
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// delete all shaders?
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if( ulStreamsMask==NONE) {
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for( iVS=0; iVS<ctShaders; iVS++) {
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hr = pd3dDev->DeleteVertexShader(_avsShaders[iVS].vs_dwHandle);
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D3D_CHECKERROR(hr);
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} // free array
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_avsShaders.PopAll();
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_dwCurrentVS = NONE;
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return NONE;
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}
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// see if required shader has already been created
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for( iVS=0; iVS<ctShaders; iVS++) {
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if( _avsShaders[iVS].vs_ulMask==ulStreamsMask) return _avsShaders[iVS].vs_dwHandle;
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}
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// darn, need to create shader :(
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VertexShader &vs = _avsShaders.Push();
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vs.vs_ulMask = ulStreamsMask;
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// pre-adjustment for eventual projective mapping
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_adwDeclTemplate[DECLTEXOFS+1] = D3DVSD_REG( D3DVSDE_TEXCOORD0, (ulStreamsMask&0x1000) ? D3DVSDT_FLOAT4 : D3DVSDT_FLOAT2);
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ulStreamsMask &= ~0x1000;
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// process mask, bit by bit
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INDEX iSrcDecl=0, iDstDecl=0;
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while( iSrcDecl<MAXSTREAMS)
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{ // add declarator if used
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if( ulStreamsMask&1) {
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_adwCurrentDecl[iDstDecl*2+0] = _adwDeclTemplate[iSrcDecl*2+0];
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_adwCurrentDecl[iDstDecl*2+1] = _adwDeclTemplate[iSrcDecl*2+1];
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iDstDecl++;
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} // move to next declarator
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iSrcDecl++;
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ulStreamsMask >>= 1;
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}
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// mark end
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_adwCurrentDecl[iDstDecl*2] = D3DVSD_END();
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ASSERT( iDstDecl < MAXSTREAMS);
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ASSERT( _iTexPass>=0 && _iColPass>=0);
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ASSERT( _iVtxPos >=0 && _iVtxPos<65536);
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// create new vertex shader
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const DWORD dwFlags = (_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL) ? NONE : D3DUSAGE_SOFTWAREPROCESSING;
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hr = pd3dDev->CreateVertexShader( &_adwCurrentDecl[0], NULL, &vs.vs_dwHandle, dwFlags);
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D3D_CHECKERROR(hr);
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// store and reset shader
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_pGfx->gl_dwVertexShader = 0;
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return vs.vs_dwHandle;
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}
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// prepare vertex arrays for drawing
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extern void SetupVertexArrays_D3D( INDEX ctVertices)
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{
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INDEX i;
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HRESULT hr;
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ASSERT( ctVertices>=0);
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// do nothing if buffer is sufficient
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ctVertices = ClampUp( ctVertices, 65535L); // need to clamp max vertices first
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if( ctVertices!=0 && ctVertices<=_pGfx->gl_ctVertices) return;
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// determine SW or HW VP and NPatches usage (Truform)
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DWORD dwFlags = D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY;
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const BOOL bNPatches = (_pGfx->gl_iMaxTessellationLevel>0 && gap_iTruformLevel>0);
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if( !(_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL)) dwFlags |= D3DUSAGE_SOFTWAREPROCESSING;
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if( bNPatches) dwFlags |= D3DUSAGE_NPATCHES;
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const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
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// deallocate if needed
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if( _pGfx->gl_pd3dVtx!=NULL)
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{
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// vertex and eventual normal array
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D3DRELEASE( _pGfx->gl_pd3dVtx, TRUE);
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if( _pGfx->gl_pd3dNor!=NULL) D3DRELEASE( _pGfx->gl_pd3dNor, TRUE);
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// color arrays
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for( i=0; i<_pGfx->gl_ctColBuffers; i++) {
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ASSERT( _pGfx->gl_pd3dCol[i]!=NULL);
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D3DRELEASE( _pGfx->gl_pd3dCol[i], TRUE);
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}
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// texcoord arrays
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for( i=0; i<_pGfx->gl_ctTexBuffers; i++) {
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ASSERT( _pGfx->gl_pd3dTex[i]!=NULL);
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D3DRELEASE( _pGfx->gl_pd3dTex[i], TRUE);
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}
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// reset all streams, too
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for( i=0; i<_pGfx->gl_ctMaxStreams; i++) {
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hr = pd3dDev->SetStreamSource( i, NULL,0);
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D3D_CHECKERROR(hr);
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}
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}
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// allocate if needed
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if( ctVertices>0)
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{
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// update max vertex count
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if( _pGfx->gl_ctVertices < ctVertices) _pGfx->gl_ctVertices = ctVertices;
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else ctVertices = _pGfx->gl_ctVertices;
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// create buffers
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hr = pd3dDev->CreateVertexBuffer( ctVertices*POSSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dVtx);
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D3D_CHECKERROR(hr);
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// normals buffer only if required
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if( bNPatches) {
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hr = pd3dDev->CreateVertexBuffer( ctVertices*NORSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dNor);
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D3D_CHECKERROR(hr);
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}
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// all color buffers
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for( i=0; i<_pGfx->gl_ctColBuffers; i++) {
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hr = pd3dDev->CreateVertexBuffer( ctVertices*COLSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dCol[i]);
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D3D_CHECKERROR(hr);
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}
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// 1st texture buffer might have projective mapping
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hr = pd3dDev->CreateVertexBuffer( ctVertices*TX4SIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dTex[0]);
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D3D_CHECKERROR(hr);
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for( i=1; i<_pGfx->gl_ctTexBuffers; i++) {
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hr = pd3dDev->CreateVertexBuffer( ctVertices*TEXSIZE, dwFlags, 0, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dTex[i]);
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D3D_CHECKERROR(hr);
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}
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}
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// just switch it off if not needed any more (i.e. D3D is shutting down)
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else _pGfx->gl_ctVertices = 0;
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// reset and check
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_iVtxOffset = 0;
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_pGfx->gl_dwVertexShader = NONE;
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_ulStreamsMask = NONE;
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_ulLastStreamsMask = NONE;
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_bProjectiveMapping = FALSE;
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_bLastProjectiveMapping = FALSE;
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// reset locking flags
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_dwVtxLockFlags = D3DLOCK_DISCARD;
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for( i=0; i<GFX_MAXLAYERS; i++) _dwColLockFlags[i] = _dwTexLockFlags[i] = D3DLOCK_DISCARD;
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ASSERT(_pGfx->gl_ctVertices<65536);
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}
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// prepare index arrays for drawing
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extern void SetupIndexArray_D3D( INDEX ctIndices)
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{
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HRESULT hr;
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ASSERT( ctIndices>=0);
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// clamp max indices
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ctIndices = ClampUp( ctIndices, 65535L);
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// do nothing if buffer is sufficient
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if( ctIndices!=0 && ctIndices<=_pGfx->gl_ctIndices) return;
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// determine SW or HW VP
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DWORD dwFlags = D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY;
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if( !(_pGfx->gl_ulFlags&GLF_D3D_USINGHWTNL)) dwFlags |= D3DUSAGE_SOFTWAREPROCESSING;
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if( _pGfx->gl_iMaxTessellationLevel>0 && gap_iTruformLevel>0) dwFlags |= D3DUSAGE_NPATCHES;
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const LPDIRECT3DDEVICE8 pd3dDev = _pGfx->gl_pd3dDevice;
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// dealocate if needed
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if( _pGfx->gl_ctIndices>0) D3DRELEASE( _pGfx->gl_pd3dIdx, TRUE);
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// allocate if needed
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if( ctIndices>0)
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{
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// eventually update max index count
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if( _pGfx->gl_ctIndices < ctIndices) _pGfx->gl_ctIndices = ctIndices;
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else ctIndices = _pGfx->gl_ctIndices;
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// create buffer
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hr = pd3dDev->CreateIndexBuffer( ctIndices*IDXSIZE, dwFlags, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &_pGfx->gl_pd3dIdx);
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D3D_CHECKERROR(hr);
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// set it
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hr = _pGfx->gl_pd3dDevice->SetIndices( _pGfx->gl_pd3dIdx, 0);
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D3D_CHECKERROR(hr);
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}
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// just switch it off if not needed any more (i.e. D3D is shutting down)
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else _pGfx->gl_ctIndices = 0;
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// reset and check
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_iIdxOffset = 0;
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ASSERT(_pGfx->gl_ctIndices<65536);
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}
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// initialize Direct3D driver
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BOOL CGfxLibrary::InitDriver_D3D(void)
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{
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// check for presence of DirectX 8
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gl_hiDriver = LoadLibraryA( "D3D8.DLL");
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if( gl_hiDriver==NONE) {
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// not present - BUAHHAHAHAHAR :)
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CPrintF( "DX8 error: API not installed.\n");
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gl_gaAPI[GAT_D3D].ga_ctAdapters = 0;
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return FALSE;
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}
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// query DX8 interface
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IDirect3D8* (WINAPI *pDirect3DCreate8)(UINT SDKVersion);
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pDirect3DCreate8 = (IDirect3D8* (WINAPI *)(UINT SDKVersion))GetProcAddress( gl_hiDriver, "Direct3DCreate8");
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if( pDirect3DCreate8==NULL) {
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// cannot init
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CPrintF( "DX8 error: Cannot get entry procedure address.\n");
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FreeLibrary(gl_hiDriver);
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gl_hiDriver = NONE;
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return FALSE;
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}
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// init DX8
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gl_pD3D = pDirect3DCreate8(D3D_SDK_VERSION);
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if( gl_pD3D==NULL) {
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// cannot start
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CPrintF( "DX8 error: Cannot be initialized.\n");
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FreeLibrary(gl_hiDriver);
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gl_hiDriver = NONE;
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return FALSE;
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}
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// made it!
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return TRUE;
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}
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// initialize Direct3D driver
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void CGfxLibrary::EndDriver_D3D(void)
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{
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// unbind textures
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if( _pTextureStock!=NULL) {
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{FOREACHINDYNAMICCONTAINER( _pTextureStock->st_ctObjects, CTextureData, ittd) {
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CTextureData &td = *ittd;
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td.td_tpLocal.Clear();
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td.Unbind();
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}}
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}
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// unbind fog, haze and flat texture
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gfxDeleteTexture( _fog_ulTexture);
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gfxDeleteTexture( _haze_ulTexture);
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ASSERT( _ptdFlat!=NULL);
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_ptdFlat->td_tpLocal.Clear();
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_ptdFlat->Unbind();
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// reset shader and vertices
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SetupShader_D3D(NONE);
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SetupVertexArrays_D3D(0);
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SetupIndexArray_D3D(0);
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gl_d3dColorFormat = (D3DFORMAT)NONE;
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gl_d3dDepthFormat = (D3DFORMAT)NONE;
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// shutdown device and d3d
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INDEX iRef;
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iRef = gl_pd3dDevice->Release();
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iRef = gl_pD3D->Release();
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}
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// prepare current viewport for rendering thru Direct3D
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BOOL CGfxLibrary::SetCurrentViewport_D3D(CViewPort *pvp)
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{
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// determine full screen mode
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CDisplayMode dm;
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RECT rectWindow;
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_pGfx->GetCurrentDisplayMode(dm);
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ASSERT( (dm.dm_pixSizeI==0 && dm.dm_pixSizeJ==0) || (dm.dm_pixSizeI!=0 && dm.dm_pixSizeJ!=0));
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GetClientRect( pvp->vp_hWnd, &rectWindow);
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const PIX pixWinSizeI = rectWindow.right - rectWindow.left;
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const PIX pixWinSizeJ = rectWindow.bottom - rectWindow.top;
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// full screen allows only one window (main one, which has already been initialized)
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if( dm.dm_pixSizeI==pixWinSizeI && dm.dm_pixSizeJ==pixWinSizeJ) {
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gl_pvpActive = pvp; // remember as current viewport (must do that BEFORE InitContext)
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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
|