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https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
pandify
This commit is contained in:
parent
7a33e8ddb1
commit
1e13cf99ac
@ -68,14 +68,13 @@
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TypeHandle DXGraphicsStateGuardian8::_type_handle;
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static D3DMATRIX matIdentity;
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D3DMATRIX DXGraphicsStateGuardian8::_d3d_ident_mat;
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#define __D3DLIGHT_RANGE_MAX ((float)sqrt(FLT_MAX)) //for some reason this is missing in dx8 hdrs
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#define MY_D3DRGBA(r, g, b, a) ((D3DCOLOR) D3DCOLOR_COLORVALUE(r, g, b, a))
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static bool tex_stats_retrieval_impossible = false;
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian8::Constructor
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// Access: Public
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@ -92,16 +91,16 @@ DXGraphicsStateGuardian8(const FrameBufferProperties &properties) :
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_transform_stale = false;
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_vertex_blending_enabled = false;
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_overlay_windows_supported = false;
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_tex_stats_retrieval_impossible = false;
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_active_vbuffer = NULL;
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_active_ibuffer = NULL;
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// non-dx obj values inited here should not change if resize is
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// called and dx objects need to be recreated (otherwise they
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// belong in dx_init, with other renderstate
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ZeroMemory(&matIdentity, sizeof(D3DMATRIX));
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matIdentity._11 = matIdentity._22 = matIdentity._33 = matIdentity._44 = 1.0f;
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// This is a static member, but we initialize it here in the
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// constructor anyway. It won't hurt if it gets repeatedly
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// initalized.
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ZeroMemory(&_d3d_ident_mat, sizeof(D3DMATRIX));
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_d3d_ident_mat._11 = _d3d_ident_mat._22 = _d3d_ident_mat._33 = _d3d_ident_mat._44 = 1.0f;
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_cur_read_pixel_buffer = RenderBuffer::T_front;
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set_color_clear_value(_color_clear_value);
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@ -204,55 +203,55 @@ apply_texture(int i, TextureContext *tc) {
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}
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Texture *tex = tc->_texture;
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Texture::WrapMode wrapU, wrapV;
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wrapU = tex->get_wrap_u();
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wrapV = tex->get_wrap_v();
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Texture::WrapMode wrap_u, wrap_v;
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wrap_u = tex->get_wrap_u();
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wrap_v = tex->get_wrap_v();
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_pD3DDevice->SetTextureStageState(i, D3DTSS_ADDRESSU, get_texture_wrap_mode(wrapU));
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_pD3DDevice->SetTextureStageState(i, D3DTSS_ADDRESSV, get_texture_wrap_mode(wrapV));
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_pD3DDevice->SetTextureStageState(i, D3DTSS_ADDRESSU, get_texture_wrap_mode(wrap_u));
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_pD3DDevice->SetTextureStageState(i, D3DTSS_ADDRESSV, get_texture_wrap_mode(wrap_v));
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uint aniso_degree = tex->get_anisotropic_degree();
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Texture::FilterType ft = tex->get_magfilter();
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, aniso_degree);
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D3DTEXTUREFILTERTYPE newMagFilter;
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D3DTEXTUREFILTERTYPE new_mag_filter;
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if (aniso_degree <= 1) {
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newMagFilter = ((ft != Texture::FT_nearest) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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new_mag_filter = ((ft != Texture::FT_nearest) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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} else {
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newMagFilter = D3DTEXF_ANISOTROPIC;
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new_mag_filter = D3DTEXF_ANISOTROPIC;
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}
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MAGFILTER, newMagFilter);
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MAGFILTER, new_mag_filter);
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// map Panda composite min+mip filter types to d3d's separate min & mip filter types
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D3DTEXTUREFILTERTYPE newMinFilter = get_d3d_min_type(tex->get_minfilter());
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D3DTEXTUREFILTERTYPE newMipFilter = get_d3d_mip_type(tex->get_minfilter());
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D3DTEXTUREFILTERTYPE new_min_filter = get_d3d_min_type(tex->get_minfilter());
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D3DTEXTUREFILTERTYPE new_mip_filter = get_d3d_mip_type(tex->get_minfilter());
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if (!tex->might_have_ram_image()) {
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// If the texture is completely dynamic, don't try to issue
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// mipmaps--pandadx doesn't support auto-generated mipmaps at this
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// point.
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newMipFilter = D3DTEXF_NONE;
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new_mip_filter = D3DTEXF_NONE;
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}
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#ifndef NDEBUG
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// sanity check
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if ((!dtc->has_mipmaps()) && (newMipFilter != D3DTEXF_NONE)) {
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if ((!dtc->has_mipmaps()) && (new_mip_filter != D3DTEXF_NONE)) {
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dxgsg8_cat.error()
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<< "Trying to set mipmap filtering for texture with no generated mipmaps!! texname["
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<< tex->get_name() << "], filter("
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<< tex->get_minfilter() << ")\n";
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newMipFilter = D3DTEXF_NONE;
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new_mip_filter = D3DTEXF_NONE;
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}
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#endif
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if (aniso_degree >= 2) {
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newMinFilter = D3DTEXF_ANISOTROPIC;
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new_min_filter = D3DTEXF_ANISOTROPIC;
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}
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MINFILTER, newMinFilter);
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MIPFILTER, newMipFilter);
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MINFILTER, new_min_filter);
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_pD3DDevice->SetTextureStageState(i, D3DTSS_MIPFILTER, new_mip_filter);
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_pD3DDevice->SetTexture(i, dtc->get_d3d_texture());
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}
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@ -265,8 +264,8 @@ apply_texture(int i, TextureContext *tc) {
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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release_texture(TextureContext *tc) {
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DXTextureContext8 *gtc = DCAST(DXTextureContext8, tc);
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delete gtc;
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DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
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delete dtc;
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}
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////////////////////////////////////////////////////////////////////
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@ -715,7 +714,6 @@ end_scene() {
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HRESULT hr = _pD3DDevice->EndScene();
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if (FAILED(hr)) {
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if (hr == D3DERR_DEVICELOST) {
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if (dxgsg8_cat.is_debug()) {
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dxgsg8_cat.debug()
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@ -745,11 +743,11 @@ end_frame() {
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#if defined(DO_PSTATS)
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if (_texmgrmem_total_pcollector.is_active()) {
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#define TICKS_PER_GETTEXINFO (2.5*1000) // 2.5 second interval
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static DWORD LastTickCount = 0;
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DWORD CurTickCount = GetTickCount();
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static DWORD last_tick_count = 0;
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DWORD cur_tick_count = GetTickCount();
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if (CurTickCount-LastTickCount > TICKS_PER_GETTEXINFO) {
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LastTickCount = CurTickCount;
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if (cur_tick_count - last_tick_count > TICKS_PER_GETTEXINFO) {
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last_tick_count = cur_tick_count;
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report_texmgr_stats();
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}
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}
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@ -851,7 +849,7 @@ begin_draw_primitives(const qpGeom *geom, const qpGeomMunger *munger,
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// these vertices, but that turns out to be a bigger hammer than
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// we want: that also prevents lighting calculations and user clip
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// planes.
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_pD3DDevice->SetTransform(D3DTS_WORLD, &matIdentity);
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_pD3DDevice->SetTransform(D3DTS_WORLD, &_d3d_ident_mat);
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static const LMatrix4f rescale_mat
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(1, 0, 0, 0,
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0, 1, 0, 0,
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@ -1323,17 +1321,17 @@ framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr, const
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}
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DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
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IDirect3DSurface8 *pTexSurfaceLev0, *pCurRenderTarget;
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hr = dtc->get_d3d_texture()->GetSurfaceLevel(0, &pTexSurfaceLev0);
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IDirect3DSurface8 *tex_level_0, *render_target;
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hr = dtc->get_d3d_texture()->GetSurfaceLevel(0, &tex_level_0);
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if (FAILED(hr)) {
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dxgsg8_cat.error() << "GetSurfaceLev failed in copy_texture" << D3DERRORSTRING(hr);
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return;
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}
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hr = _pD3DDevice->GetRenderTarget(&pCurRenderTarget);
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hr = _pD3DDevice->GetRenderTarget(&render_target);
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if (FAILED(hr)) {
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dxgsg8_cat.error() << "GetRenderTgt failed in copy_texture" << D3DERRORSTRING(hr);
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SAFE_RELEASE(pTexSurfaceLev0);
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SAFE_RELEASE(tex_level_0);
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return;
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}
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@ -1345,14 +1343,14 @@ framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr, const
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SrcRect.bottom = yo+h;
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// now copy from fb to tex
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hr = _pD3DDevice->CopyRects(pCurRenderTarget, &SrcRect, 1, pTexSurfaceLev0, 0);
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hr = _pD3DDevice->CopyRects(render_target, &SrcRect, 1, tex_level_0, 0);
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if (FAILED(hr)) {
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dxgsg8_cat.error()
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<< "CopyRects failed in copy_texture" << D3DERRORSTRING(hr);
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}
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SAFE_RELEASE(pCurRenderTarget);
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SAFE_RELEASE(pTexSurfaceLev0);
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SAFE_RELEASE(render_target);
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SAFE_RELEASE(tex_level_0);
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}
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@ -1370,7 +1368,7 @@ bool DXGraphicsStateGuardian8::
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framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb) {
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set_read_buffer(rb);
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RECT SrcCopyRect;
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RECT rect;
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nassertr(tex != NULL && dr != NULL, false);
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int xo, yo, w, h;
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@ -1378,29 +1376,32 @@ framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr, const Rend
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tex->setup_2d_texture(w, h, Texture::T_unsigned_byte, Texture::F_rgb);
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SrcCopyRect.top = yo;
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SrcCopyRect.left = xo;
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SrcCopyRect.right = xo + w;
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SrcCopyRect.bottom = yo + h;
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rect.top = yo;
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rect.left = xo;
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rect.right = xo + w;
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rect.bottom = yo + h;
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IDirect3DSurface8 *pD3DSurf;
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IDirect3DSurface8 *framebuffer;
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HRESULT hr;
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if (_cur_read_pixel_buffer & RenderBuffer::T_back) {
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hr = _pD3DDevice->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pD3DSurf);
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hr = _pD3DDevice->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &framebuffer);
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if (FAILED(hr)) {
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dxgsg8_cat.error() << "GetBackBuffer failed" << D3DERRORSTRING(hr);
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return false;
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}
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// note if you try to grab the backbuffer and full-screen anti-aliasing is on,
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// the backbuffer might be larger than the window size. for screenshots its safer to get the front buffer.
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// note if you try to grab the backbuffer and full-screen
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// anti-aliasing is on, the backbuffer might be larger than the
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// window size. for screenshots its safer to get the front
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// buffer.
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} else if (_cur_read_pixel_buffer & RenderBuffer::T_front) {
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// must create a A8R8G8B8 sysmem surface for GetFrontBuffer to copy to
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// must create a A8R8G8B8 sysmem surface for GetFrontBuffer to
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// copy to
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DWORD TmpSurfXsize, TmpSurfYsize;
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DWORD temp_x_size, temp_y_size;
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if (_pScrn->PresParams.Windowed) {
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// GetFrontBuffer retrieves the entire desktop for a monitor, so
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@ -1410,30 +1411,30 @@ framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr, const Rend
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minfo.cbSize = sizeof(MONITORINFO);
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GetMonitorInfo(_pScrn->hMon, &minfo); // have to use GetMonitorInfo, since this gsg may not be for primary monitor
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TmpSurfXsize = RECT_XSIZE(minfo.rcMonitor);
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TmpSurfYsize = RECT_YSIZE(minfo.rcMonitor);
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temp_x_size = RECT_XSIZE(minfo.rcMonitor);
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temp_y_size = RECT_YSIZE(minfo.rcMonitor);
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// set SrcCopyRect to client area of window in scrn coords
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ClientToScreen(_pScrn->hWnd, (POINT*)&SrcCopyRect.left);
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ClientToScreen(_pScrn->hWnd, (POINT*)&SrcCopyRect.right);
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// set rect to client area of window in scrn coords
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ClientToScreen(_pScrn->hWnd, (POINT*)&rect.left);
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ClientToScreen(_pScrn->hWnd, (POINT*)&rect.right);
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} else {
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RECT WindRect;
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GetWindowRect(_pScrn->hWnd, &WindRect);
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TmpSurfXsize = RECT_XSIZE(WindRect);
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TmpSurfYsize = RECT_YSIZE(WindRect);
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RECT wind_rect;
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GetWindowRect(_pScrn->hWnd, &wind_rect);
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temp_x_size = RECT_XSIZE(wind_rect);
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temp_y_size = RECT_YSIZE(wind_rect);
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}
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hr = _pD3DDevice->CreateImageSurface(TmpSurfXsize, TmpSurfYsize, D3DFMT_A8R8G8B8, &pD3DSurf);
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hr = _pD3DDevice->CreateImageSurface(temp_x_size, temp_y_size, D3DFMT_A8R8G8B8, &framebuffer);
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if (FAILED(hr)) {
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dxgsg8_cat.error() << "CreateImageSurface failed in copy_pixel_buffer()" << D3DERRORSTRING(hr);
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return false;
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}
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hr = _pD3DDevice->GetFrontBuffer(pD3DSurf);
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hr = _pD3DDevice->GetFrontBuffer(framebuffer);
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if (hr == D3DERR_DEVICELOST) {
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pD3DSurf->Release();
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framebuffer->Release();
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dxgsg8_cat.error() << "copy_pixel_buffer failed: device lost\n";
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return false;
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}
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@ -1443,9 +1444,9 @@ framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr, const Rend
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return false;
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}
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DXTextureContext8::d3d_surface_to_texture(SrcCopyRect, pD3DSurf, tex);
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DXTextureContext8::d3d_surface_to_texture(rect, framebuffer, tex);
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RELEASE(pD3DSurf, dxgsg8, "pD3DSurf", RELEASE_ONCE);
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RELEASE(framebuffer, dxgsg8, "framebuffer", RELEASE_ONCE);
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nassertr(tex->has_ram_image(), false);
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return true;
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@ -1481,36 +1482,36 @@ reset() {
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assert(_pScrn->pD3D8 != NULL);
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assert(_pD3DDevice != NULL);
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D3DCAPS8 d3dCaps;
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_pD3DDevice->GetDeviceCaps(&d3dCaps);
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D3DCAPS8 d3d_caps;
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_pD3DDevice->GetDeviceCaps(&d3d_caps);
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if (dxgsg8_cat.is_debug()) {
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dxgsg8_cat.debug()
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<< "\nHwTransformAndLight = " << ((d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0)
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<< "\nMaxTextureWidth = " << d3dCaps.MaxTextureWidth
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<< "\nMaxTextureHeight = " << d3dCaps.MaxTextureHeight
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<< "\nMaxVolumeExtent = " << d3dCaps.MaxVolumeExtent
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<< "\nMaxTextureAspectRatio = " << d3dCaps.MaxTextureAspectRatio
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<< "\nTexCoordCount = " << (d3dCaps.FVFCaps & D3DFVFCAPS_TEXCOORDCOUNTMASK)
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<< "\nMaxTextureBlendStages = " << d3dCaps.MaxTextureBlendStages
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<< "\nMaxSimultaneousTextures = " << d3dCaps.MaxSimultaneousTextures
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<< "\nMaxActiveLights = " << d3dCaps.MaxActiveLights
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<< "\nMaxUserClipPlanes = " << d3dCaps.MaxUserClipPlanes
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<< "\nMaxVertexBlendMatrices = " << d3dCaps.MaxVertexBlendMatrices
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<< "\nMaxVertexBlendMatrixIndex = " << d3dCaps.MaxVertexBlendMatrixIndex
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<< "\nMaxPointSize = " << d3dCaps.MaxPointSize
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<< "\nMaxPrimitiveCount = " << d3dCaps.MaxPrimitiveCount
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<< "\nMaxVertexIndex = " << d3dCaps.MaxVertexIndex
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<< "\nMaxStreams = " << d3dCaps.MaxStreams
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<< "\nMaxStreamStride = " << d3dCaps.MaxStreamStride
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<< "\nHwTransformAndLight = " << ((d3d_caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0)
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<< "\nMaxTextureWidth = " << d3d_caps.MaxTextureWidth
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<< "\nMaxTextureHeight = " << d3d_caps.MaxTextureHeight
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<< "\nMaxVolumeExtent = " << d3d_caps.MaxVolumeExtent
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<< "\nMaxTextureAspectRatio = " << d3d_caps.MaxTextureAspectRatio
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<< "\nTexCoordCount = " << (d3d_caps.FVFCaps & D3DFVFCAPS_TEXCOORDCOUNTMASK)
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<< "\nMaxTextureBlendStages = " << d3d_caps.MaxTextureBlendStages
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<< "\nMaxSimultaneousTextures = " << d3d_caps.MaxSimultaneousTextures
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<< "\nMaxActiveLights = " << d3d_caps.MaxActiveLights
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<< "\nMaxUserClipPlanes = " << d3d_caps.MaxUserClipPlanes
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<< "\nMaxVertexBlendMatrices = " << d3d_caps.MaxVertexBlendMatrices
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<< "\nMaxVertexBlendMatrixIndex = " << d3d_caps.MaxVertexBlendMatrixIndex
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<< "\nMaxPointSize = " << d3d_caps.MaxPointSize
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<< "\nMaxPrimitiveCount = " << d3d_caps.MaxPrimitiveCount
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<< "\nMaxVertexIndex = " << d3d_caps.MaxVertexIndex
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<< "\nMaxStreams = " << d3d_caps.MaxStreams
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<< "\nMaxStreamStride = " << d3d_caps.MaxStreamStride
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<< "\n";
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}
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_max_texture_stages = d3dCaps.MaxSimultaneousTextures;
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_max_lights = d3dCaps.MaxActiveLights;
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_max_clip_planes = d3dCaps.MaxUserClipPlanes;
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_max_vertex_transforms = d3dCaps.MaxVertexBlendMatrices;
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_max_vertex_transform_indices = d3dCaps.MaxVertexBlendMatrixIndex;
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_max_texture_stages = d3d_caps.MaxSimultaneousTextures;
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_max_lights = d3d_caps.MaxActiveLights;
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_max_clip_planes = d3d_caps.MaxUserClipPlanes;
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_max_vertex_transforms = d3d_caps.MaxVertexBlendMatrices;
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_max_vertex_transform_indices = d3d_caps.MaxVertexBlendMatrixIndex;
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ZeroMemory(&_lmodel_ambient, sizeof(Colorf));
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_pD3DDevice->SetRenderState(D3DRS_AMBIENT, 0x0);
|
||||
@ -1522,7 +1523,7 @@ reset() {
|
||||
|
||||
// these both reflect d3d defaults
|
||||
_color_writemask = 0xFFFFFFFF;
|
||||
_CurFVFType = 0x0; // guards SetVertexShader fmt
|
||||
_CurFVFType = 0x0;
|
||||
|
||||
_pD3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
|
||||
@ -1573,15 +1574,18 @@ reset() {
|
||||
_pScrn->d3dcaps.MaxTextureHeight = 256;
|
||||
|
||||
if (_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) {
|
||||
// watch out for drivers that emulate per-pixel fog with per-vertex fog (Riva128, Matrox Millen G200)
|
||||
// some of these require gouraud-shading to be set to work, as if you were using vertex fog
|
||||
// Watch out for drivers that emulate per-pixel fog with
|
||||
// per-vertex fog (Riva128, Matrox Millen G200). Some of these
|
||||
// require gouraud-shading to be set to work, as if you were using
|
||||
// vertex fog
|
||||
_doFogType = PerPixelFog;
|
||||
} else {
|
||||
// every card is going to have vertex fog, since it's implemented in d3d runtime
|
||||
// every card is going to have vertex fog, since it's implemented
|
||||
// in d3d runtime.
|
||||
assert((_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGVERTEX) != 0);
|
||||
|
||||
// vtx fog may look crappy if you have large polygons in the foreground and they get clipped,
|
||||
// so you may want to disable it
|
||||
// vertex fog may look crappy if you have large polygons in the
|
||||
// foreground and they get clipped, so you may want to disable it
|
||||
|
||||
if (dx_no_vertex_fog) {
|
||||
_doFogType = None;
|
||||
@ -1589,14 +1593,15 @@ reset() {
|
||||
_doFogType = PerVertexFog;
|
||||
|
||||
// range-based fog only works with vertex fog in dx7/8
|
||||
if (dx_use_rangebased_fog && (_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE))
|
||||
if (dx_use_rangebased_fog && (_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE)) {
|
||||
_pD3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_pScrn->bCanDirectDisableColorWrites = ((_pScrn->d3dcaps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0);
|
||||
|
||||
// Lighting, let's turn it off by default
|
||||
// Lighting, let's turn it off initially.
|
||||
_pD3DDevice->SetRenderState(D3DRS_LIGHTING, false);
|
||||
|
||||
// turn on dithering if the rendertarget is < 8bits/color channel
|
||||
@ -1656,7 +1661,6 @@ reset() {
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void DXGraphicsStateGuardian8::
|
||||
apply_fog(Fog *fog) {
|
||||
|
||||
if (_doFogType == None)
|
||||
return;
|
||||
|
||||
@ -1728,8 +1732,9 @@ issue_alpha_test(const AlphaTestAttrib *attrib) {
|
||||
AlphaTestAttrib::PandaCompareFunc mode = attrib->get_mode();
|
||||
if (mode == AlphaTestAttrib::M_none) {
|
||||
enable_alpha_test(false);
|
||||
|
||||
} else {
|
||||
// AlphaTestAttrib::PandaCompareFunc == = D3DCMPFUNC
|
||||
// AlphaTestAttrib::PandaCompareFunc === D3DCMPFUNC
|
||||
call_dxAlphaFunc((D3DCMPFUNC)mode, attrib->get_reference_alpha());
|
||||
enable_alpha_test(true);
|
||||
}
|
||||
@ -2275,7 +2280,7 @@ do_issue_texture() {
|
||||
// For some reason, "disabling" texture coordinate transforms
|
||||
// doesn't seem to be sufficient. We'll load an identity matrix
|
||||
// to underscore the point.
|
||||
_pD3DDevice->SetTransform(get_tex_mat_sym(i), &matIdentity);
|
||||
_pD3DDevice->SetTransform(get_tex_mat_sym(i), &_d3d_ident_mat);
|
||||
}
|
||||
}
|
||||
|
||||
@ -2567,36 +2572,6 @@ set_read_buffer(const RenderBuffer &rb) {
|
||||
return;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: DXGraphicsStateGuardian8::get_smooth_state
|
||||
// Access: Protected, Static
|
||||
// Description: Returns a RenderState object that represents
|
||||
// smooth, per-vertex shading.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
CPT(RenderState) DXGraphicsStateGuardian8::
|
||||
get_smooth_state() {
|
||||
static CPT(RenderState) state;
|
||||
if (state == (RenderState *)NULL) {
|
||||
state = RenderState::make(ShadeModelAttrib::make(ShadeModelAttrib::M_smooth));
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: DXGraphicsStateGuardian8::get_flat_state
|
||||
// Access: Protected, Static
|
||||
// Description: Returns a RenderState object that represents
|
||||
// flat, per-primitive shading.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
CPT(RenderState) DXGraphicsStateGuardian8::
|
||||
get_flat_state() {
|
||||
static CPT(RenderState) state;
|
||||
if (state == (RenderState *)NULL) {
|
||||
state = RenderState::make(ShadeModelAttrib::make(ShadeModelAttrib::M_flat));
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: DXGraphicsStateGuardian8::do_auto_rescale_normal
|
||||
// Access: Protected
|
||||
@ -2736,7 +2711,7 @@ report_texmgr_stats() {
|
||||
D3DDEVINFO_RESOURCEMANAGER all_resource_stats;
|
||||
ZeroMemory(&all_resource_stats, sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
||||
|
||||
if (!tex_stats_retrieval_impossible) {
|
||||
if (!_tex_stats_retrieval_impossible) {
|
||||
hr = _pD3DDevice->GetInfo(D3DDEVINFOID_RESOURCEMANAGER, &all_resource_stats, sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
||||
if (hr != D3D_OK) {
|
||||
if (hr == S_FALSE) {
|
||||
@ -2747,7 +2722,7 @@ report_texmgr_stats() {
|
||||
<< "texstats GetInfo() requires debug DX DLLs to be installed!!\n";
|
||||
}
|
||||
ZeroMemory(&all_resource_stats, sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
||||
tex_stats_retrieval_impossible = true;
|
||||
_tex_stats_retrieval_impossible = true;
|
||||
}
|
||||
} else {
|
||||
dxgsg8_cat.error() << "GetInfo(RESOURCEMANAGER) failed to get tex stats: result = " << D3DERRORSTRING(hr);
|
||||
|
@ -133,15 +133,12 @@ protected:
|
||||
|
||||
virtual void set_blend_mode();
|
||||
|
||||
void free_nondx_resources(); // free local internal buffers
|
||||
void free_nondx_resources();
|
||||
void free_d3d_device(void);
|
||||
|
||||
void set_draw_buffer(const RenderBuffer &rb);
|
||||
void set_read_buffer(const RenderBuffer &rb);
|
||||
|
||||
static CPT(RenderState) get_smooth_state();
|
||||
static CPT(RenderState) get_flat_state();
|
||||
|
||||
void do_auto_rescale_normal();
|
||||
|
||||
protected:
|
||||
@ -171,7 +168,8 @@ protected:
|
||||
void set_texture_blend_mode(int i, const TextureStage *stage);
|
||||
|
||||
void dx_cleanup();
|
||||
HRESULT reset_d3d_device(D3DPRESENT_PARAMETERS *pPresParams, DXScreenData **pScrn=NULL);
|
||||
HRESULT reset_d3d_device(D3DPRESENT_PARAMETERS *pPresParams,
|
||||
DXScreenData **pScrn = NULL);
|
||||
|
||||
bool check_cooperative_level();
|
||||
|
||||
@ -247,6 +245,9 @@ protected:
|
||||
const DXIndexBufferContext8 *_active_ibuffer;
|
||||
|
||||
bool _overlay_windows_supported;
|
||||
bool _tex_stats_retrieval_impossible;
|
||||
|
||||
static D3DMATRIX _d3d_ident_mat;
|
||||
|
||||
public:
|
||||
virtual TypeHandle get_type() const {
|
||||
|
@ -185,28 +185,28 @@ typedef enum {
|
||||
#define RECT_XSIZE(REC) (REC.right-REC.left)
|
||||
#define RECT_YSIZE(REC) (REC.bottom-REC.top)
|
||||
|
||||
typedef struct {
|
||||
LPDIRECT3DDEVICE8 pD3DDevice;
|
||||
IDirect3DSwapChain8 *pSwapChain;
|
||||
LPDIRECT3D8 pD3D8; // copied from DXGraphicsPipe8 for convenience
|
||||
HWND hWnd;
|
||||
HMONITOR hMon;
|
||||
DWORD MaxAvailVidMem;
|
||||
ushort CardIDNum; // adapter ID
|
||||
ushort depth_buffer_bitdepth; //GetSurfaceDesc is not reliable so must store this explicitly
|
||||
bool bCanDirectDisableColorWrites; // if true, dont need blending for this
|
||||
bool bIsLowVidMemCard;
|
||||
bool bIsTNLDevice;
|
||||
bool bCanUseHWVertexShaders;
|
||||
bool bCanUsePixelShaders;
|
||||
bool bIsDX81;
|
||||
UINT SupportedScreenDepthsMask;
|
||||
UINT SupportedTexFmtsMask;
|
||||
D3DCAPS8 d3dcaps;
|
||||
D3DDISPLAYMODE DisplayMode;
|
||||
D3DPRESENT_PARAMETERS PresParams; // not redundant with DisplayMode since width/height must be 0 for windowed mode
|
||||
D3DADAPTER_IDENTIFIER8 DXDeviceID;
|
||||
} DXScreenData;
|
||||
struct DXScreenData {
|
||||
LPDIRECT3DDEVICE8 pD3DDevice;
|
||||
IDirect3DSwapChain8 *pSwapChain;
|
||||
LPDIRECT3D8 pD3D8; // copied from DXGraphicsPipe8 for convenience
|
||||
HWND hWnd;
|
||||
HMONITOR hMon;
|
||||
DWORD MaxAvailVidMem;
|
||||
ushort CardIDNum; // adapter ID
|
||||
ushort depth_buffer_bitdepth; //GetSurfaceDesc is not reliable so must store this explicitly
|
||||
bool bCanDirectDisableColorWrites; // if true, dont need blending for this
|
||||
bool bIsLowVidMemCard;
|
||||
bool bIsTNLDevice;
|
||||
bool bCanUseHWVertexShaders;
|
||||
bool bCanUsePixelShaders;
|
||||
bool bIsDX81;
|
||||
UINT SupportedScreenDepthsMask;
|
||||
UINT SupportedTexFmtsMask;
|
||||
D3DCAPS8 d3dcaps;
|
||||
D3DDISPLAYMODE DisplayMode;
|
||||
D3DPRESENT_PARAMETERS PresParams; // not redundant with DisplayMode since width/height must be 0 for windowed mode
|
||||
D3DADAPTER_IDENTIFIER8 DXDeviceID;
|
||||
};
|
||||
|
||||
|
||||
//utility stuff
|
||||
|
Loading…
x
Reference in New Issue
Block a user