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https://github.com/panda3d/panda3d.git
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7724 lines
294 KiB
C++
7724 lines
294 KiB
C++
// Filename: dxGraphicsStateGuardian.cxx
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// Created by: mike (02Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#include "dxGraphicsStateGuardian.h"
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#include "config_dxgsg.h"
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#include "directRenderTraverser.h"
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#include "cullTraverser.h"
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#include "displayRegion.h"
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#include "lensNode.h"
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#include "camera.h"
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#include "renderBuffer.h"
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#include "geom.h"
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#include "geomSphere.h"
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#include "geomIssuer.h"
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#include "graphicsWindow.h"
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#include "graphicsChannel.h"
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#include "lens.h"
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#include "get_rel_pos.h"
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#include "perspectiveLens.h"
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#include "ambientLight.h"
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#include "directionalLight.h"
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#include "pointLight.h"
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#include "spotlight.h"
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#include "transformTransition.h"
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#include "colorTransition.h"
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#include "textureTransition.h"
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#include "renderModeTransition.h"
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#include "materialTransition.h"
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#include "colorBlendTransition.h"
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#include "colorMaskTransition.h"
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#include "texMatrixTransition.h"
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#include "texGenTransition.h"
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#include "textureApplyTransition.h"
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#include "clipPlaneTransition.h"
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#include "transparencyTransition.h"
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#include "fogTransition.h"
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#include "linesmoothTransition.h"
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#include "depthTestTransition.h"
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#include "depthWriteTransition.h"
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#include "cullFaceTransition.h"
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#include "stencilTransition.h"
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#include "textureAttrib.h"
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#include "lightAttrib.h"
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#include "cullFaceAttrib.h"
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#include "transparencyAttrib.h"
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#include "depthTestAttrib.h"
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#include "depthWriteAttrib.h"
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#include "colorWriteAttrib.h"
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#include "texMatrixAttrib.h"
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#include "materialAttrib.h"
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#include "renderModeAttrib.h"
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#include "fogAttrib.h"
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#include "depthOffsetAttrib.h"
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#include "qpfog.h"
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#ifdef DO_PSTATS
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#include "pStatTimer.h"
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#include "pStatCollector.h"
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#endif
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#include <mmsystem.h>
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// This is a temporary hack. The whole color_transform and
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// alpha_transform system will soon be replaced with something a
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// little smaller. Until then, we'll just define this macro to
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// simulate the variable that used to be cached within the GSG.
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#define _color_transform_required (_color_transform_enabled || _alpha_transform_enabled)
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// print out simple drawprim stats every few secs
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//#define COUNT_DRAWPRIMS
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//#define PRINT_TEXSTATS
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// #define MAKE_FPSMETER_TRANSPARENT
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//#define DISABLE_DECALING
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#define DISABLE_POLYGON_OFFSET_DECALING
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// currently doesnt work well enough in toontown models for us to use
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// prob is when viewer gets close to decals, they disappear into wall poly, need to investigate
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// test non-optimized general geom pipe for all models
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// apparently DPStrided faults for some color G_OVERALL cases, so comment out for now
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// not clear that it is actually faster in practice, it may even be slightly slower
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#define DONT_USE_DRAWPRIMSTRIDED
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//const int VERT_BUFFER_SIZE = (8*1024L);
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// For sparkle particles, we can have 4 vertices per sparkle, and a
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// particle pool size of 1024 particles
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// for sprites, 1000 prims, 6 verts/prim, 24 bytes/vert
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const int VERT_BUFFER_SIZE = (32*6*1024L);
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// if defined, pandadx only handles 1 panda display region
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// note multiple region code doesnt work now (see prepare_display_region,set_clipper)
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#define NO_MULTIPLE_DISPLAY_REGIONS
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TypeHandle DXGraphicsStateGuardian::_type_handle;
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// bit masks used for drawing primitives
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// bitmask type: normal=0x1,color=0x2,texcoord=0x4
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typedef enum { NothingSet=0,NormalOnly,ColorOnly,Normal_Color,TexCoordOnly,
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Normal_TexCoord,Color_TexCoord,Normal_Color_TexCoord
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} DrawLoopFlags;
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#define PER_NORMAL NormalOnly
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#define PER_COLOR ColorOnly
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#define PER_TEXCOORD TexCoordOnly
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// technically DX7's front-end has no limit on the number of lights, but it's simpler for
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// this implementation to set a small GL-like limit to make the light array traversals short
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// and so I dont have to write code that reallocs light arrays
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#define DXGSG_MAX_LIGHTS 8
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static D3DMATRIX matIdentity;
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#ifdef COUNT_DRAWPRIMS
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// you should just use Intel GPT instead of this stuff
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static DWORD cDPcount=0;
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static DWORD cVertcount=0;
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static DWORD cTricount=0;
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static DWORD cGeomcount=0;
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static LPDIRECTDRAWSURFACE7 pLastTexture=NULL;
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static DWORD cDP_noTexChangeCount=0;
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static LPDIRECT3DDEVICE7 global_pD3DDevice = NULL;
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static void CountDPs(DWORD nVerts,DWORD nTris) {
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cDPcount++;
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cVertcount+=nVerts;
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cTricount+=nTris;
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if(_pCurDeviceTexture==pLastTexture) {
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cDP_noTexChangeCount++;
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} else pLastTexture = _pCurDeviceTexture;
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}
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#else
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#define CountDPs(nv,nt)
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#endif
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#define MY_D3DRGBA(r,g,b,a) ((D3DCOLOR) D3DRGBA(r,g,b,a))
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#if defined(DO_PSTATS) || defined(PRINT_TEXSTATS)
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static bool bTexStatsRetrievalImpossible=false;
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#endif
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//#define Colorf_to_D3DCOLOR(out_color) (MY_D3DRGBA((out_color)[0], (out_color)[1], (out_color)[2], (out_color)[3]))
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INLINE DWORD
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Colorf_to_D3DCOLOR(const Colorf &cColorf) {
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// MS VC defines _M_IX86 for x86. gcc should define _X86_
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#if defined(_M_IX86) || defined(_X86_)
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DWORD d3dcolor,tempcolorval=255;
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// note the default FPU rounding mode will give 255*0.5f=0x80, not 0x7F as VC would force it to by resetting rounding mode
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// dont think this makes much difference
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__asm {
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push ebx ; want to save this in case this fn is inlined
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push ecx
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mov ecx, cColorf
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fild tempcolorval
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fld DWORD PTR [ecx]
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fmul ST(0),ST(1)
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fistp tempcolorval ; no way to store directly to int register
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mov eax, tempcolorval
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shl eax, 16
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fld DWORD PTR [ecx+4] ;grn
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fmul ST(0),ST(1)
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fistp tempcolorval
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mov ebx,tempcolorval
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shl ebx, 8
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or eax,ebx
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fld DWORD PTR [ecx+8] ;blue
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fmul ST(0),ST(1)
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fistp tempcolorval
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or eax,tempcolorval
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fld DWORD PTR [ecx+12] ;alpha
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fmul ST(0),ST(1)
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fistp tempcolorval
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; simulate pop 255.0 off FP stack w/o store, mark top as empty and increment stk ptr
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ffree ST(0)
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fincstp
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mov ebx,tempcolorval
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shl ebx, 24
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or eax,ebx
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mov d3dcolor,eax
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pop ecx
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pop ebx
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}
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// dxgsg_cat.debug() << (void*)d3dcolor << endl;
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return d3dcolor;
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#else //!_X86_
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return MY_D3DRGBA(cColorf[0], cColorf[1], cColorf[2], cColorf[3]);
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#endif //!_X86_
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}
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void DXGraphicsStateGuardian::
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set_color_clear_value(const Colorf& value) {
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_color_clear_value = value;
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_d3dcolor_clear_value = Colorf_to_D3DCOLOR(value);
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}
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void DXGraphicsStateGuardian::SetFPSMeterPosition(RECT &view_rect) {
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if(_fpsmeter_verts==NULL)
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return;
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DWORD renderWid = view_rect.right - view_rect.left;
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DWORD renderHt = view_rect.bottom - view_rect.top;
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// adjust these to match fontsize (these are hacks for default font, probably should get char width from win32)
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#define FPSMETER_NUMFONTLETTERS 11 // need 11 letters [0-9.]
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#define NUM_FPSMETER_LETTERS 6 // field width used for display
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#define FPSMETER_LETTER_WIDTH 9
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#define FPSMETER_LETTER_HEIGHT 12
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#define FPSMETER_SUFFIX " FPS"
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#define FPSMETER_SUFFIXLEN 4
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float top_offset,left_offset;
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float letter_width=FPSMETER_LETTER_WIDTH;
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float z = 0.1f; // shouldnt matter since I turn off zfunc and clipping. these values are written into zbuf, but shouldnt matter since its endofframe
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float rhw=1.0f;
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top_offset=0.05f * renderHt;
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left_offset = 0.99f*renderWid-letter_width*(NUM_FPSMETER_LETTERS+FPSMETER_SUFFIXLEN);
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if(left_offset<0.0f)
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left_offset=0.0f;
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float *fltptr= (float*)_fpsmeter_verts;
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// poly color should be irrelevant since fps texblend throws it away
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D3DCOLOR fpscolr = (D3DCOLOR) 0xFFFFFFFF; //MY_D3DRGBA(1.0f,1.0f,1.0f,1.0f);
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#define WRITE_FPSMETER_VERT(x,y,z,w,colr,u,v) { *fltptr = x; fltptr++; \
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*fltptr = y; fltptr++; \
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*fltptr = z; fltptr++; \
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*fltptr = w; fltptr++; \
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(*((DWORD*)fltptr)) = colr; fltptr++; \
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*fltptr = u; fltptr++; \
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*fltptr = v; fltptr++; }
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float u_letter_width = _fps_u_usedwidth/(float)FPSMETER_NUMFONTLETTERS;
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float height = FPSMETER_LETTER_HEIGHT;
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float cur_xoffset=left_offset;
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// fmt is 3.2, need 12 tris. cant share verts since texcoords differ
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#define WRITE_FPS_SQUARE(x1,y1,x2,y2,u1,v1,u2,v2) \
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float *firstvertptr = fltptr; \
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WRITE_FPSMETER_VERT(x1,y1,z,rhw,fpscolr,u1,v1); \
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WRITE_FPSMETER_VERT(x1,y2,z,rhw,fpscolr,u1,v2); \
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float *thirdvertptr=fltptr; \
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WRITE_FPSMETER_VERT(x2,y2,z,rhw,fpscolr,u2,v2); \
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memcpy(fltptr,thirdvertptr,_fps_vertexsize); \
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fltptr = (float*) (((BYTE*)fltptr) + _fps_vertexsize); \
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WRITE_FPSMETER_VERT(x2,y1,z,rhw,fpscolr,u2,v1); \
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memcpy(fltptr,firstvertptr,_fps_vertexsize); \
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fltptr = (float*) (((BYTE*)fltptr) + _fps_vertexsize);
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for(int i=0;i<NUM_FPSMETER_LETTERS;i++,cur_xoffset+=letter_width) {
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WRITE_FPS_SQUARE(cur_xoffset,top_offset,cur_xoffset+letter_width,top_offset+height,0.0f,0.0f,u_letter_width,_fps_v_usedheight);
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}
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// write verts for suffix square
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WRITE_FPS_SQUARE(cur_xoffset,top_offset,cur_xoffset+FPSMETER_SUFFIXLEN*letter_width,top_offset+height,u_letter_width*FPSMETER_NUMFONTLETTERS,0.0f,u_letter_width*(FPSMETER_NUMFONTLETTERS+FPSMETER_SUFFIXLEN),_fps_v_usedheight);
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}
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void DXGraphicsStateGuardian::FillFPSMeterTexture(void) {
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assert(_fpsmeter_font_surf!=NULL);
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HRESULT hr;
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DX_DECLARE_CLEAN(DDSURFACEDESC2, ddsd);
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_fpsmeter_font_surf->GetSurfaceDesc(&ddsd);
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// init it to transparent black
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if(FAILED( hr = _fpsmeter_font_surf->Lock( NULL, &ddsd, DDLOCK_NOSYSLOCK | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL ))) {
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dxgsg_cat.error() << "fps meter creation failed, Lock() failed on texture! hr = " << ConvD3DErrorToString(hr) << "\n";
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_bShowFPSMeter = false;
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return;
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}
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ZeroMemory(ddsd.lpSurface,ddsd.dwWidth*ddsd.dwHeight*2);
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_fpsmeter_font_surf->Unlock(NULL);
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// draw FPS text using GDI
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HDC hDC;
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if(FAILED( hr = _fpsmeter_font_surf->GetDC(&hDC))) {
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dxgsg_cat.error() << "fps meter creation failed, GetDC failed on fps font surface! hr = " << ConvD3DErrorToString(hr) << "\n";
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_bShowFPSMeter = false;
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return;
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}
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HFONT hfnt = (HFONT) GetStockObject(ANSI_FIXED_FONT);
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(void) SelectObject(hDC, hfnt);
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SetTextColor(hDC, RGB(255,255,128) );
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SetBkMode(hDC, TRANSPARENT );
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char tstr[2] = {'\0','\0'};
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RECT Rect;
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Rect.top = 0; Rect.bottom = FPSMETER_LETTER_HEIGHT-1;
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Rect.left = 0; Rect.right = FPSMETER_LETTER_WIDTH;
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for(int i=0;i<FPSMETER_NUMFONTLETTERS;i++) {
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tstr[0] = '0'+i;
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if(i==(FPSMETER_NUMFONTLETTERS-1)) {
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tstr[0] = '.';
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}
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DrawText(hDC,tstr,1,&Rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE );
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Rect.left=Rect.right;
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Rect.right+=FPSMETER_LETTER_WIDTH;
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}
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Rect.right=Rect.left+FPSMETER_SUFFIXLEN*FPSMETER_LETTER_WIDTH;
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DrawText(hDC,FPSMETER_SUFFIX,FPSMETER_SUFFIXLEN,&Rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE );
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_fpsmeter_font_surf->ReleaseDC(hDC);
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// GDI writes 0x00 for alpha, have to make letter pixels opaque again
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if(FAILED( hr = _fpsmeter_font_surf->Lock( NULL, &ddsd, DDLOCK_NOSYSLOCK | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL ))) {
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dxgsg_cat.error() << "fps meter creation failed, Lock() failed on texture! hr = " << ConvD3DErrorToString(hr) << "\n";
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_bShowFPSMeter = false;
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return;
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}
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DWORD numpixels=ddsd.dwWidth*ddsd.dwHeight;
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#ifdef MAKE_FPSMETER_TRANSPARENT
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WORD *pPixel=(WORD*)ddsd.lpSurface;
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for(int ii=numpixels;ii>0;ii--) {
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WORD wPixel=*pPixel;
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if(wPixel & 0x0FFF) {
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*pPixel |= 0xF000; // make written pixels opaque
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}/* else {
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*pPixel = 0x700F; // otherwise background is translucent blue
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}*/
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pPixel++;
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}
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#endif
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_fpsmeter_font_surf->Unlock(NULL);
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian::
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DXGraphicsStateGuardian(GraphicsWindow *win) : GraphicsStateGuardian(win) {
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// allocate local buffers used during rendering
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GraphicsStateGuardian::reset();
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ZeroMemory(&scrn,sizeof(DXScreenData));
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_bShowFPSMeter = false;
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_pCurFvfBufPtr = NULL;
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_pFvfBufBasePtr = new BYTE[VERT_BUFFER_SIZE]; // allocate storage for vertex info.
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_index_buf = new WORD[D3DMAXNUMVERTICES]; // allocate storage for vertex index info.
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_fpsmeter_verts=NULL;
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_fpsmeter_font_surf=NULL;
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_dx_ready = false;
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_overlay_windows_supported = false;
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// scrn.pddsPrimary = scrn.pddsZBuf = scrn.pddsBack = NULL;
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// _pDD = NULL;
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// scrn.pD3DDevice = 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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// Create a default RenderTraverser.
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if (dx_cull_traversal) {
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_render_traverser = new CullTraverser(this, RenderRelation::get_class_type());
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} else {
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_render_traverser = new DirectRenderTraverser(this, RenderRelation::get_class_type());
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}
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// All implementations have the following buffers.
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_buffer_mask = (RenderBuffer::T_color |
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RenderBuffer::T_depth |
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RenderBuffer::T_back
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// RenderBuffer::T_stencil |
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// RenderBuffer::T_accum
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);
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// this is incorrect for general mono displays, need both right and left flags set.
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// stereo has not been handled yet for dx
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// _buffer_mask &= ~RenderBuffer::T_right;
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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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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian::
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~DXGraphicsStateGuardian() {
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if (scrn.pD3DDevice != NULL)
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scrn.pD3DDevice->SetTexture(0, NULL); // this frees reference to the old texture
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_pCurTexContext = NULL;
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free_pointers();
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delete [] _pFvfBufBasePtr;
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delete [] _index_buf;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::reset
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// Access: Public, Virtual
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// Description: Resets all internal state as if the gsg were newly
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// created.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::
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reset(void) {
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GraphicsStateGuardian::reset();
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dxgsg_cat.error() << "DXGSG reset() not implemented properly yet!\n";
|
|
// delete all the objs too, right?
|
|
//dx_init();
|
|
}
|
|
|
|
// recreate dx objects without modifying gsg state, other than clearing state cache
|
|
void DXGraphicsStateGuardian::
|
|
free_dxgsg_objects(void) {
|
|
ULONG refcnt;
|
|
|
|
free_pointers();
|
|
|
|
// dont want a full reset of gsg, just a state clear
|
|
GraphicsStateGuardian::clear_cached_state(); // want gsg to pass all state settings through
|
|
// we need to reset our internal state guards right here because dx_init() should be called after this,
|
|
// which resets all of them to our defaults, and syncs them with the D3DRENDERSTATE
|
|
|
|
_dx_ready = false;
|
|
|
|
if (scrn.pD3DDevice!=NULL) {
|
|
scrn.pD3DDevice->SetTexture(0,NULL); // should release this stuff internally anyway
|
|
RELEASE(scrn.pD3DDevice,dxgsg,"d3dDevice",RELEASE_DOWN_TO_ZERO);
|
|
}
|
|
|
|
DeleteAllVideoSurfaces();
|
|
|
|
// Release the DDraw and D3D objects used by the app
|
|
RELEASE(scrn.pddsZBuf,dxgsg,"zbuffer",false);
|
|
RELEASE(scrn.pddsBack,dxgsg,"backbuffer",false);
|
|
RELEASE(scrn.pddsPrimary,dxgsg,"primary surface",false);
|
|
}
|
|
|
|
HRESULT CALLBACK EnumTexFmtsCallback( LPDDPIXELFORMAT pddpf, VOID* param ) {
|
|
// wont build if its a member fn, so had to do this stuff
|
|
#ifdef USE_TEXFMTVEC
|
|
DDPixelFormatVec *pPixFmtVec = (DDPixelFormatVec *) param;
|
|
pPixFmtVec->push_back(*pddpf);
|
|
#else
|
|
DXGraphicsStateGuardian *mystate = (DXGraphicsStateGuardian *) param;
|
|
assert(mystate->_cNumTexPixFmts < MAX_DX_TEXPIXFMTS);
|
|
memcpy( &(mystate->_pTexPixFmts[mystate->_cNumTexPixFmts]), pddpf, sizeof(DDPIXELFORMAT) );
|
|
mystate->_cNumTexPixFmts++;
|
|
#endif
|
|
return DDENUMRET_OK;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::reset
|
|
// Access: Public, Virtual
|
|
// Description: Handles initialization which assumes that DX has already been
|
|
// set up.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
dx_init( void) {
|
|
/*
|
|
LPDIRECTDRAW7 context,
|
|
LPDIRECTDRAWSURFACE7 pri,
|
|
LPDIRECTDRAWSURFACE7 back,
|
|
LPDIRECTDRAWSURFACE7 zbuf,
|
|
LPDIRECT3D7 pD3D,
|
|
LPDIRECT3DDEVICE7 pDevice,
|
|
RECT viewrect) */
|
|
assert(scrn.pDD!=NULL);
|
|
assert(scrn.pD3D!=NULL);
|
|
assert(scrn.pD3DDevice!=NULL);
|
|
assert(scrn.pddsPrimary!=NULL);
|
|
assert(scrn.pddsBack!=NULL);
|
|
|
|
// _pDD=scrn.pDD; // save for speed of access
|
|
// _pCurD3DDevice = scrn.pD3DDevice;
|
|
|
|
/* _pDD = context;
|
|
scrn.pddsPrimary = pri;
|
|
scrn.pddsBack = back;
|
|
scrn.pddsZBuf = zbuf;
|
|
scrn.pD3D = pD3D;
|
|
scrn.pD3DDevice = pDevice;
|
|
_view_rect = viewrect;
|
|
*/
|
|
|
|
ZeroMemory(&_lmodel_ambient,sizeof(Colorf));
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_AMBIENT, 0x0);
|
|
|
|
_clip_plane_enabled = (bool *)NULL;
|
|
_cur_clip_plane_enabled = (bool *)NULL;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPLANEENABLE , 0x0);
|
|
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING, true);
|
|
_clipping_enabled = true;
|
|
|
|
_CurShadeMode = D3DSHADE_FLAT;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, _CurShadeMode);
|
|
|
|
_depth_write_enabled = true;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, _depth_write_enabled);
|
|
|
|
// need to free these properly
|
|
#ifndef USE_TEXFMTVEC
|
|
_cNumTexPixFmts = 0;
|
|
_pTexPixFmts = NULL;
|
|
#endif
|
|
_pCurTexContext = NULL;
|
|
|
|
//Color and alpha transform variables
|
|
_color_transform_enabled = false;
|
|
_alpha_transform_enabled = false;
|
|
|
|
_current_color_mat = LMatrix4f::ident_mat();
|
|
_current_alpha_offset = 0;
|
|
_current_alpha_scale = 1;
|
|
|
|
// none of these are implemented
|
|
//_multisample_enabled = false;
|
|
//_point_smooth_enabled = false;
|
|
|
|
_line_smooth_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_EDGEANTIALIAS, false);
|
|
|
|
_color_material_enabled = false;
|
|
_normals_enabled = false;
|
|
|
|
_depth_test_enabled = D3DZB_FALSE;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
|
|
|
|
_blend_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, (DWORD)_blend_enabled);
|
|
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_SRCBLEND, (DWORD*)&_blend_source_func);
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_DESTBLEND, (DWORD*)&_blend_dest_func);
|
|
|
|
_fog_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, _fog_enabled);
|
|
|
|
_decal_level = 0;
|
|
_current_projection_mat = LMatrix4f::ident_mat();
|
|
_projection_mat_stack_count = 0;
|
|
_has_scene_graph_color = false;
|
|
|
|
// GL stuff that hasnt been translated to DX
|
|
// _scissor_enabled = false;
|
|
// _multisample_alpha_one_enabled = false;
|
|
// _multisample_alpha_mask_enabled = false;
|
|
// _line_width = 1.0f;
|
|
// _point_size = 1.0f;
|
|
|
|
assert(scrn.pddsBack!=NULL); // dxgsg is always double-buffered right now
|
|
|
|
#ifdef COUNT_DRAWPRIMS
|
|
global_pD3DDevice = pDevice;
|
|
#endif
|
|
_pCurrentGeomContext = NULL;
|
|
_bDrawPrimDoSetupVertexBuffer = false;
|
|
|
|
_last_testcooplevel_result = S_OK;
|
|
|
|
// only 1 channel on dx currently
|
|
_panda_gfx_channel = _win->get_channel(0);
|
|
|
|
HRESULT hr;
|
|
|
|
#ifdef USE_TEXFMTVEC
|
|
assert(scrn.TexPixFmts.size()==0);
|
|
|
|
if(FAILED(hr=scrn.pD3DDevice->EnumTextureFormats(EnumTexFmtsCallback, &scrn.TexPixFmts))) {
|
|
#else
|
|
_pTexPixFmts = new DDPIXELFORMAT[MAX_DX_TEXPIXFMTS];
|
|
_cNumTexPixFmts = 0;
|
|
assert(_pTexPixFmts!=NULL);
|
|
|
|
if(FAILED(hr=scrn.pD3DDevice->EnumTextureFormats(EnumTexFmtsCallback, this))) {
|
|
#endif
|
|
if(hr==D3DERR_TEXTURE_NO_SUPPORT) {
|
|
dxgsg_cat.error() << "EnumTextureFormats indicates No Texturing Support on this HW!, exiting...\n";
|
|
exit(1);
|
|
} else {
|
|
dxgsg_cat.error() << "EnumTextureFormats failed! hr = " << ConvD3DErrorToString(hr) << endl;
|
|
}
|
|
}
|
|
|
|
DX_DECLARE_CLEAN(DDCAPS,ddCaps);
|
|
if (FAILED(hr = scrn.pDD->GetCaps(&ddCaps,NULL))) {
|
|
dxgsg_cat.fatal() << "GetCaps failed on DDraw! hr = " << ConvD3DErrorToString(hr) << "\n";
|
|
exit(1);
|
|
}
|
|
|
|
// s3 virge drivers sometimes give crap values for these
|
|
if(scrn.D3DDevDesc.dwMaxTextureWidth==0)
|
|
scrn.D3DDevDesc.dwMaxTextureWidth=256;
|
|
|
|
if(scrn.D3DDevDesc.dwMaxTextureHeight==0)
|
|
scrn.D3DDevDesc.dwMaxTextureHeight=256;
|
|
|
|
// shouldve already been set
|
|
// sc_bIsTNLDevice = (IsEqualGUID(scrn.D3DDevDesc.deviceGUID,IID_IDirect3DTnLHalDevice)!=0);
|
|
|
|
if ((dx_decal_type==GDT_offset) && !(scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ZBIAS)) {
|
|
#ifdef _DEBUG
|
|
// dx7 doesnt support PLANEMASK renderstate
|
|
#if(DIRECT3D_VERSION < 0x700)
|
|
dxgsg_cat.debug() << "dx-decal-type 'offset' not supported by hardware, switching to decal masking\n";
|
|
#else
|
|
dxgsg_cat.debug() << "dx-decal-type 'offset' not supported by hardware, switching to decal double-draw blend-based masking\n";
|
|
#endif
|
|
#endif
|
|
#if(DIRECT3D_VERSION < 0x700)
|
|
dx_decal_type = GDT_mask;
|
|
#else
|
|
dx_decal_type = GDT_blend;
|
|
#endif
|
|
}
|
|
|
|
#ifdef DISABLE_POLYGON_OFFSET_DECALING
|
|
#ifdef _DEBUG
|
|
dxgsg_cat.spam() << "polygon-offset decaling disabled in dxgsg, switching to double-draw decaling\n";
|
|
#endif
|
|
|
|
#if(DIRECT3D_VERSION < 0x700)
|
|
dx_decal_type = GDT_mask;
|
|
#else
|
|
dx_decal_type = GDT_blend;
|
|
#endif
|
|
#endif
|
|
|
|
if ((dx_decal_type==GDT_mask) && !(scrn.D3DDevDesc.dpcTriCaps.dwMiscCaps & D3DPMISCCAPS_MASKPLANES)) {
|
|
#ifdef _DEBUG
|
|
dxgsg_cat.debug() << "No hardware support for colorwrite disabling, switching to dx-decal-type 'mask' to 'blend'\n";
|
|
#endif
|
|
dx_decal_type = GDT_blend;
|
|
}
|
|
|
|
if (((dx_decal_type==GDT_blend)||(dx_decal_type==GDT_mask)) && !(scrn.D3DDevDesc.dpcTriCaps.dwMiscCaps & D3DPMISCCAPS_MASKZ)) {
|
|
dxgsg_cat.error() << "dx-decal-type mask impossible to implement, no hardware support for Z-masking, decals will not appear correctly!\n";
|
|
}
|
|
|
|
//#define REQUIRED_BLENDCAPS (D3DPBLENDCAPS_ZERO|D3DPBLENDCAPS_ONE|D3DPBLENDCAPS_SRCCOLOR|D3DPBLENDCAPS_INVSRCCOLOR| \
|
|
// D3DPBLENDCAPS_SRCALPHA|D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA|D3DPBLENDCAPS_INVDESTALPHA|D3DPBLENDCAPS_DESTCOLOR|D3DPBLENDCAPS_INVDESTCOLOR)
|
|
// voodoo3 doesnt support commented out ones, & we dont need them now
|
|
|
|
#define REQUIRED_BLENDCAPS (D3DPBLENDCAPS_ZERO|D3DPBLENDCAPS_ONE| /*D3DPBLENDCAPS_SRCCOLOR|D3DPBLENDCAPS_INVSRCCOLOR| */ \
|
|
D3DPBLENDCAPS_SRCALPHA|D3DPBLENDCAPS_INVSRCALPHA /* | D3DPBLENDCAPS_DESTALPHA|D3DPBLENDCAPS_INVDESTALPHA|D3DPBLENDCAPS_DESTCOLOR|D3DPBLENDCAPS_INVDESTCOLOR*/)
|
|
|
|
if (((scrn.D3DDevDesc.dpcTriCaps.dwSrcBlendCaps & REQUIRED_BLENDCAPS)!=REQUIRED_BLENDCAPS) ||
|
|
((scrn.D3DDevDesc.dpcTriCaps.dwDestBlendCaps & REQUIRED_BLENDCAPS)!=REQUIRED_BLENDCAPS)) {
|
|
dxgsg_cat.error() << "device is missing alpha blending capabilities, blending may not work correctly: SrcBlendCaps: 0x"<< (void*) scrn.D3DDevDesc.dpcTriCaps.dwSrcBlendCaps << " DestBlendCaps: "<< (void*) scrn.D3DDevDesc.dpcTriCaps.dwDestBlendCaps << endl;
|
|
}
|
|
|
|
if (!(scrn.D3DDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_TRANSPARENCY)) {
|
|
dxgsg_cat.error() << "device is missing texture transparency capability, transparency may not work correctly! TextureCaps: 0x"<< (void*) scrn.D3DDevDesc.dpcTriCaps.dwTextureCaps << endl;
|
|
}
|
|
|
|
// just require trilinear. if it can do that, it can probably do all the lesser point-sampling variations too
|
|
#define REQUIRED_TEXFILTERCAPS (D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_LINEAR)
|
|
if ((scrn.D3DDevDesc.dpcTriCaps.dwTextureFilterCaps & REQUIRED_TEXFILTERCAPS)!=REQUIRED_TEXFILTERCAPS) {
|
|
dxgsg_cat.error() << "device is missing texture bilinear filtering capability, textures may appear blocky! TextureFilterCaps: 0x"<< (void*) scrn.D3DDevDesc.dpcTriCaps.dwTextureFilterCaps << endl;
|
|
}
|
|
#define REQUIRED_MIPMAP_TEXFILTERCAPS (D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR)
|
|
|
|
if (!(ddCaps.ddsCaps.dwCaps & DDSCAPS_MIPMAP)) {
|
|
dxgsg_cat.debug() << "device does not have mipmap texturing filtering capability! TextureFilterCaps: 0x"<< (void*) scrn.D3DDevDesc.dpcTriCaps.dwTextureFilterCaps << endl;
|
|
dx_ignore_mipmaps = TRUE;
|
|
} else if ((scrn.D3DDevDesc.dpcTriCaps.dwTextureFilterCaps & REQUIRED_MIPMAP_TEXFILTERCAPS)!=REQUIRED_MIPMAP_TEXFILTERCAPS) {
|
|
dxgsg_cat.debug() << "device is missing tri-linear mipmap filtering capability, texture mipmaps may not supported! TextureFilterCaps: 0x"<< (void*) scrn.D3DDevDesc.dpcTriCaps.dwTextureFilterCaps << endl;
|
|
}
|
|
|
|
#define REQUIRED_TEXBLENDCAPS (D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2)
|
|
if ((scrn.D3DDevDesc.dwTextureOpCaps & REQUIRED_TEXBLENDCAPS)!=REQUIRED_TEXBLENDCAPS) {
|
|
dxgsg_cat.error() << "device is missing some required texture blending capabilities, texture blending may not work properly! TextureOpCaps: 0x"<< (void*) scrn.D3DDevDesc.dwTextureOpCaps << endl;
|
|
}
|
|
|
|
if(scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & 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
|
|
_doFogType=PerPixelFog;
|
|
} else {
|
|
// every card is going to have vertex fog, since it's implemented in d3d runtime
|
|
assert((scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & 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
|
|
|
|
if(dx_no_vertex_fog) {
|
|
_doFogType = None;
|
|
} else {
|
|
_doFogType = PerVertexFog;
|
|
|
|
// range-based fog only works with vertex fog in dx7/8
|
|
if(dx_use_rangebased_fog && (scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGRANGE))
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_RANGEFOGENABLE, true);
|
|
}
|
|
}
|
|
|
|
SetRect(&scrn.clip_rect, 0,0,0,0); // no clip rect set
|
|
|
|
// Lighting, let's turn it off by default
|
|
_lighting_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, _lighting_enabled);
|
|
|
|
// turn on dithering if the rendertarget is < 8bits/color channel
|
|
DX_DECLARE_CLEAN(DDSURFACEDESC2, ddsd_back);
|
|
scrn.pddsBack->GetSurfaceDesc(&ddsd_back);
|
|
_dither_enabled = (!dx_no_dithering) && ((ddsd_back.ddpfPixelFormat.dwRGBBitCount < 24) &&
|
|
(scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_DITHER));
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, _dither_enabled);
|
|
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING,true);
|
|
|
|
// Stencil test is off by default
|
|
_stencil_test_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, _stencil_test_enabled);
|
|
|
|
// Antialiasing.
|
|
enable_line_smooth(false);
|
|
// enable_multisample(true);
|
|
|
|
_current_fill_mode = RenderModeProperty::M_filled;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID);
|
|
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1);
|
|
|
|
// technically DX7's front-end has no limit on the number of lights, but it's simpler for
|
|
// this implementation to set a small GL-like limit to make the light array traversals short
|
|
// and so I dont have to write code that reallocs light arrays
|
|
assert((scrn.D3DDevDesc.dwMaxActiveLights==0) || // 0 means infinite lights
|
|
(DXGSG_MAX_LIGHTS <= scrn.D3DDevDesc.dwMaxActiveLights));
|
|
|
|
init_lights(DXGSG_MAX_LIGHTS);
|
|
|
|
if(dx_auto_normalize_lighting)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_NORMALIZENORMALS, true);
|
|
|
|
// Set up the clip plane id map
|
|
_max_clip_planes = D3DMAXUSERCLIPPLANES;
|
|
_available_clip_plane_ids = PTA(PlaneNode*)::empty_array(_max_clip_planes);
|
|
_clip_plane_enabled = new bool[_max_clip_planes];
|
|
_cur_clip_plane_enabled = new bool[_max_clip_planes];
|
|
int i;
|
|
for (i = 0; i < _max_clip_planes; i++) {
|
|
_available_clip_plane_ids[i] = NULL;
|
|
_clip_plane_enabled[i] = false;
|
|
}
|
|
|
|
// initial clip rect
|
|
SetRect(&scrn.clip_rect, 0,0,0,0); // no clip rect set
|
|
|
|
// must do SetTSS here because redundant states are filtered out by our code based on current values above, so
|
|
// initial conditions must be correct
|
|
|
|
_CurTexBlendMode = TextureApplyProperty::M_modulate;
|
|
SetTextureBlendMode(_CurTexBlendMode,FALSE);
|
|
_texturing_enabled = false;
|
|
scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_DISABLE); // disables texturing
|
|
|
|
// Init more Texture State
|
|
_CurTexMagFilter=_CurTexMinFilter=Texture::FT_nearest;
|
|
_CurTexWrapModeU=_CurTexWrapModeV=Texture::WM_clamp;
|
|
_CurTexAnisoDegree=1;
|
|
|
|
// this code must match apply_texture() code for states above
|
|
// so DX TSS renderstate matches dxgsg state
|
|
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_POINT);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFP_POINT);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTFP_NONE);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAXANISOTROPY,_CurTexAnisoDegree);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESSU,get_texture_wrap_mode(_CurTexWrapModeU));
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESSV,get_texture_wrap_mode(_CurTexWrapModeV));
|
|
|
|
#ifdef _DEBUG
|
|
if ((scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) &&
|
|
(dx_global_miplevel_bias!=0.0f)) {
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&dx_global_miplevel_bias)) );
|
|
}
|
|
#endif
|
|
|
|
if(dx_full_screen_antialiasing) {
|
|
if(scrn.D3DDevDesc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ANTIALIAS,D3DANTIALIAS_SORTINDEPENDENT);
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "enabling full-screen anti-aliasing\n";
|
|
} else {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "device doesnt support full-screen anti-aliasing\n";
|
|
}
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
if(dx_force_backface_culling!=0) {
|
|
if((dx_force_backface_culling > 0) &&
|
|
(dx_force_backface_culling < D3DCULL_FORCE_DWORD)) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, dx_force_backface_culling);
|
|
} else {
|
|
dx_force_backface_culling=0;
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "error, invalid value for dx-force-backface-culling\n";
|
|
}
|
|
}
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, dx_force_backface_culling);
|
|
#else
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
|
|
#endif
|
|
|
|
_alpha_func = D3DCMP_ALWAYS;
|
|
_alpha_func_ref = 0;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, _alpha_func);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHAREF, _alpha_func_ref);
|
|
_alpha_test_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, _alpha_test_enabled);
|
|
|
|
// need to release this better, so dx_init can be called multiple times
|
|
|
|
if(_bShowFPSMeter) {
|
|
_start_time = timeGetTime();
|
|
_current_fps = 0.0f;
|
|
_start_frame_count = _cur_frame_count = 0;
|
|
|
|
// create the fpsmeter font texture
|
|
DX_DECLARE_CLEAN(DDSURFACEDESC2, ddsd);
|
|
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT ;
|
|
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
|
|
|
|
if(!scrn.bIsSWRast)
|
|
ddsd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE | DDSCAPS2_HINTSTATIC;
|
|
else {
|
|
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
|
|
}
|
|
|
|
ddsd.dwTextureStage=0;
|
|
ddsd.dwFlags |= DDSD_TEXTURESTAGE;
|
|
ddsd.dwMipMapCount = 1;
|
|
|
|
// note GDI cant draw to 4-4-4-4 fmt DDSURF on win9x (GetDC will fail)
|
|
|
|
DDPIXELFORMAT *pCurPixFmt;
|
|
|
|
#ifdef USE_TEXFMTVEC
|
|
for(i=0,pCurPixFmt=&scrn.TexPixFmts[scrn.TexPixFmts.size()-1];i<scrn.TexPixFmts.size();i++,pCurPixFmt--) {
|
|
#else
|
|
for(i=0,pCurPixFmt=&_pTexPixFmts[_cNumTexPixFmts-1];i<_cNumTexPixFmts;i++,pCurPixFmt--) {
|
|
#endif
|
|
if((pCurPixFmt->dwRGBBitCount==16) &&
|
|
#ifdef MAKE_FPSMETER_TRANSPARENT
|
|
(pCurPixFmt->dwFlags & DDPF_ALPHAPIXELS) &&
|
|
(pCurPixFmt->dwRGBAlphaBitMask==0x8000)
|
|
#else
|
|
((pCurPixFmt->dwFlags & DDPF_ALPHAPIXELS)==0) &&
|
|
(pCurPixFmt->dwBBitMask==0x001F)
|
|
#endif
|
|
) // emacs gets confused if we don't match parens accurately.
|
|
break;
|
|
}
|
|
|
|
#ifdef USE_TEXFMTVEC
|
|
if(i>=scrn.TexPixFmts.size()) {
|
|
#else
|
|
if(i>=_cNumTexPixFmts) {
|
|
#endif
|
|
// if this fails, no 4-4-4-4 fmt, need code to use 5-5-5-1
|
|
dxgsg_cat.error() << "couldnt find 4-4-4-4 tex fmt for fpsmeter font!\n";
|
|
_bShowFPSMeter = false;
|
|
return;
|
|
}
|
|
|
|
memcpy(&ddsd.ddpfPixelFormat,pCurPixFmt,sizeof(DDPIXELFORMAT));
|
|
|
|
DWORD fontareaHeight = FPSMETER_LETTER_HEIGHT;
|
|
DWORD fontareaWidth = FPSMETER_LETTER_WIDTH * (FPSMETER_NUMFONTLETTERS + FPSMETER_SUFFIXLEN);
|
|
|
|
// this is just the area used for the letters, not the suffix
|
|
DWORD letterfontareaWidth = FPSMETER_LETTER_WIDTH * FPSMETER_NUMFONTLETTERS;
|
|
|
|
DWORD texdim_x = fontareaWidth;
|
|
DWORD texdim_y = fontareaHeight;
|
|
|
|
#define ROUND_UP_TO_POW2(val) if(!ISPOW2(val)) { \
|
|
for(int i=31;i>=0;i--) { \
|
|
if(((1<<i) & val)!=0) { \
|
|
val = 1<<(i+1); \
|
|
break; \
|
|
}}}
|
|
|
|
ROUND_UP_TO_POW2(texdim_x);
|
|
ROUND_UP_TO_POW2(texdim_y);
|
|
|
|
// could handle this case less wastefully by creating font texture w/multiple rows,
|
|
// so its naturally square
|
|
if(scrn.D3DDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY ) {
|
|
if(texdim_y> texdim_x)
|
|
texdim_x = texdim_y;
|
|
texdim_y = texdim_x;
|
|
}
|
|
|
|
ddsd.dwWidth = texdim_x;
|
|
ddsd.dwHeight = texdim_y;
|
|
|
|
if(_fpsmeter_font_surf!=NULL) {
|
|
ULONG refcnt;
|
|
RELEASE(_fpsmeter_font_surf,dxgsg,"fpsmeter fontsurf",false);
|
|
}
|
|
|
|
PRINTREFCNT(scrn.pDD,"pre-fpsmeter-font-create IDirectDraw7");
|
|
|
|
// Create a new surface for the texture
|
|
if(FAILED( hr = scrn.pDD->CreateSurface( &ddsd, &_fpsmeter_font_surf, NULL ) )) {
|
|
dxgsg_cat.error() << "CreateSurface() failed for fpsmeter font! hr = " << ConvD3DErrorToString(hr) << "\n";
|
|
_bShowFPSMeter = false;
|
|
return;
|
|
}
|
|
|
|
PRINTREFCNT(scrn.pDD,"post-fpsmeter-font-create IDirectDraw7");
|
|
|
|
FillFPSMeterTexture();
|
|
|
|
// make buffer for fps meter tri data
|
|
|
|
_fps_vertexsize = sizeof(D3DVALUE) * 4 + sizeof(D3DCOLOR) + sizeof(float) * 2;
|
|
_fpsmeter_fvfflags = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
|
|
|
|
int numverts=(NUM_FPSMETER_LETTERS+1)*2*3; // +1 for square to hold suffix
|
|
|
|
if(_fpsmeter_verts == NULL)
|
|
_fpsmeter_verts = (DWORD *) new BYTE[_fps_vertexsize*numverts];
|
|
|
|
_fps_u_usedwidth = letterfontareaWidth/(float)texdim_x;
|
|
_fps_v_usedheight = fontareaHeight/(float)texdim_y;
|
|
|
|
SetFPSMeterPosition(scrn.view_rect);
|
|
}
|
|
|
|
// Make sure the DX state matches all of our initial attribute states.
|
|
PT(DepthTestTransition) dta = new DepthTestTransition;
|
|
PT(DepthWriteTransition) dwa = new DepthWriteTransition;
|
|
PT(CullFaceTransition) cfa = new CullFaceTransition;
|
|
PT(TextureTransition) ta = new TextureTransition;
|
|
|
|
dta->issue(this);
|
|
dwa->issue(this);
|
|
cfa->issue(this);
|
|
ta->issue(this); // no curtextcontext, this does nothing. dx should already be properly inited above anyway
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::clear
|
|
// Access: Public, Virtual
|
|
// Description: Clears all of the indicated buffers to their assigned
|
|
// colors.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
clear(const RenderBuffer &buffer) {
|
|
DO_PSTATS_STUFF(PStatTimer timer(_win->_clear_pcollector));
|
|
|
|
nassertv(buffer._gsg == this);
|
|
int buffer_type = buffer._buffer_type;
|
|
|
|
int flags = 0;
|
|
|
|
if (buffer_type & RenderBuffer::T_depth) {
|
|
flags |= D3DCLEAR_ZBUFFER;
|
|
assert(scrn.pddsZBuf!=NULL);
|
|
}
|
|
if (buffer_type & RenderBuffer::T_back) //set appropriate flags
|
|
flags |= D3DCLEAR_TARGET;
|
|
if (buffer_type & RenderBuffer::T_stencil)
|
|
flags |= D3DCLEAR_STENCIL;
|
|
|
|
HRESULT hr = scrn.pD3DDevice->Clear(0, NULL, flags, _d3dcolor_clear_value,
|
|
(D3DVALUE) _depth_clear_value, (DWORD)_stencil_clear_value);
|
|
if (hr != DD_OK)
|
|
dxgsg_cat.error() << "clear_buffer failed: Clear returned " << ConvD3DErrorToString(hr) << endl;
|
|
/* The following line will cause the background to always clear to a medium red
|
|
_color_clear_value[0] = .5;
|
|
/* The following lines will cause the background color to cycle from black to red.
|
|
_color_clear_value[0] += .001;
|
|
if (_color_clear_value[0] > 1.0f) _color_clear_value[0] = 0.0f;
|
|
*/
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::clear
|
|
// Access: Public, Virtual
|
|
// Description: Clears all of the indicated buffers to their assigned
|
|
// colors.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
clear(const RenderBuffer &buffer, const DisplayRegion *region) {
|
|
DisplayRegionStack old_dr = push_display_region(region);
|
|
prepare_display_region();
|
|
clear(buffer);
|
|
pop_display_region(old_dr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::prepare_display_region
|
|
// Access: Public, Virtual
|
|
// Description: Prepare a display region for rendering (set up
|
|
// scissor region and viewport)
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
prepare_display_region() {
|
|
if (_current_display_region == (DisplayRegion*)0L) {
|
|
dxgsg_cat.error()
|
|
<< "Invalid NULL display region in prepare_display_region()\n";
|
|
} else if (_current_display_region != _actual_display_region) {
|
|
_actual_display_region = _current_display_region;
|
|
|
|
#ifndef NO_MULTIPLE_DISPLAY_REGIONS
|
|
int l, b, w, h;
|
|
_actual_display_region->get_region_pixels(l, b, w, h);
|
|
GLint x = GLint(l);
|
|
GLint y = GLint(b);
|
|
GLsizei width = GLsizei(w);
|
|
GLsizei height = GLsizei(h);
|
|
#ifdef WBD_GL_MODE
|
|
// call_glScissor( x, y, width, height );
|
|
// call_glViewport( x, y, width, height );
|
|
#else
|
|
if ( _scissor_x != x || _scissor_y != y ||
|
|
_scissor_width != width || _scissor_height != height )
|
|
{
|
|
_scissor_x = x; _scissor_y = y;
|
|
_scissor_width = width; _scissor_height = height;
|
|
RECT cliprect;
|
|
SetRect(&cliprect, x, y, x+width, y+height );
|
|
set_clipper(cliprect);
|
|
}
|
|
#endif //WBD_GL_MODE
|
|
#endif
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::prepare_lens
|
|
// Access: Public, Virtual
|
|
// Description: Makes the current lens (whichever lens was most
|
|
// recently specified with push_lens()) active, so that
|
|
// it will transform future rendered geometry. Normally
|
|
// this is only called from the draw process, and
|
|
// usually it is called immediately after a call to
|
|
// push_lens().
|
|
//
|
|
// The return value is true if the lens is acceptable,
|
|
// false if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian::
|
|
prepare_lens() {
|
|
if (_current_lens == (Lens *)NULL) {
|
|
return false;
|
|
}
|
|
|
|
if (!_current_lens->is_linear()) {
|
|
return false;
|
|
}
|
|
|
|
const LMatrix4f &projection_mat = _current_lens->get_projection_mat();
|
|
|
|
// The projection matrix must always be left-handed Y-up internally,
|
|
// even if our coordinate system of choice is otherwise.
|
|
LMatrix4f new_projection_mat =
|
|
LMatrix4f::convert_mat(CS_yup_left, _current_lens->get_coordinate_system()) *
|
|
projection_mat;
|
|
|
|
HRESULT hr;
|
|
hr = scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION,
|
|
(LPD3DMATRIX)new_projection_mat.get_data());
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
#ifndef NO_MULTIPLE_DISPLAY_REGIONS
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: set_clipper
|
|
// Access:
|
|
// Description: Useless in DX at the present time
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::set_clipper(RECT cliprect) {
|
|
|
|
LPDIRECTDRAWCLIPPER Clipper;
|
|
HRESULT result;
|
|
|
|
// For windowed mode, the clip region is associated with the window,
|
|
// and DirectX does not allow you to create clip regions.
|
|
if (dx_full_screen) return;
|
|
|
|
/* The cliprect we receive is normalized so that (0,0) means the upper left of
|
|
the client portion of the window.
|
|
At least, I think that's true, and the following code assumes that.
|
|
So we must adjust the clip region by offsetting it to the origin of the
|
|
view rectangle.
|
|
*/
|
|
clip_rect = cliprect; // store the normalized clip rect
|
|
cliprect.left += _view_rect.left;
|
|
cliprect.right += _view_rect.left;
|
|
cliprect.top += _view_rect.top;
|
|
cliprect.bottom += _view_rect.top;
|
|
RGNDATA *rgn_data = (RGNDATA *)malloc(sizeof(RGNDATAHEADER) + sizeof(RECT));
|
|
HRGN hrgn = CreateRectRgn(cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
|
|
GetRegionData(hrgn, sizeof(RGNDATAHEADER) + sizeof(RECT), rgn_data);
|
|
|
|
if (scrn.pddsPrimary->GetClipper(&Clipper) != DD_OK) {
|
|
result = scrn.pDD->CreateClipper(0, &Clipper, NULL);
|
|
result = Clipper->SetClipList(rgn_data, 0);
|
|
result = scrn.pddsPrimary->SetClipper(Clipper);
|
|
} else {
|
|
result = Clipper->SetClipList(rgn_data, 0 );
|
|
if (result == DDERR_CLIPPERISUSINGHWND) {
|
|
result = scrn.pddsPrimary->SetClipper(NULL);
|
|
result = scrn.pDD->CreateClipper(0, &Clipper, NULL);
|
|
result = Clipper->SetClipList(rgn_data, 0 ) ;
|
|
result = scrn.pddsPrimary->SetClipper(Clipper);
|
|
}
|
|
}
|
|
free(rgn_data);
|
|
DeleteObject(hrgn);
|
|
}
|
|
#endif
|
|
|
|
#if defined(_DEBUG) || defined(COUNT_DRAWPRIMS)
|
|
typedef enum {DrawPrim,DrawIndexedPrim,DrawPrimStrided} DP_Type;
|
|
static const char *DP_Type_Strs[3] = {"DrawPrimitive","DrawIndexedPrimitive","DrawPrimitiveStrided"};
|
|
|
|
void INLINE TestDrawPrimFailure(DP_Type dptype,HRESULT hr,LPDIRECTDRAW7 pDD,DWORD nVerts,DWORD nTris) {
|
|
if(FAILED(hr)) {
|
|
// loss of exclusive mode is not a real DrawPrim problem, ignore it
|
|
HRESULT testcooplvl_hr = pDD->TestCooperativeLevel();
|
|
if((testcooplvl_hr != DDERR_NOEXCLUSIVEMODE)||(testcooplvl_hr != DDERR_EXCLUSIVEMODEALREADYSET)) {
|
|
dxgsg_cat.fatal() << DP_Type_Strs[dptype] << "() failed: result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
}
|
|
|
|
CountDPs(nVerts,nTris);
|
|
}
|
|
#else
|
|
#define TestDrawPrimFailure(a,b,c,nVerts,nTris) CountDPs(nVerts,nTris);
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::render_frame
|
|
// Access: Public, Virtual
|
|
// Description: Renders an entire frame, including all display
|
|
// regions within the frame, and includes any necessary
|
|
// pre- and post-processing like swapping buffers.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
render_frame() {
|
|
if (!_dx_ready)
|
|
return;
|
|
|
|
_win->begin_frame();
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "begin frame --------------------------------------------" << endl;
|
|
#endif
|
|
|
|
_decal_level = 0;
|
|
|
|
if (_clear_buffer_type != 0) {
|
|
// First, clear the entire window.
|
|
#ifndef NO_MULTIPLE_DISPLAY_REGIONS
|
|
PT(DisplayRegion) win_dr = _win->make_scratch_display_region(_win->get_width(), _win->get_height());
|
|
clear(get_render_buffer(_clear_buffer_type), win_dr);
|
|
#else
|
|
clear(get_render_buffer(_clear_buffer_type));
|
|
#endif
|
|
}
|
|
|
|
#if 0
|
|
int max_channel_index = _win->get_max_channel_index();
|
|
for (int c = 0; c < max_channel_index; c++) {
|
|
if (_win->is_channel_defined(c)) {
|
|
#endif
|
|
|
|
// only 1 channel on dx currently
|
|
assert(_win->get_max_channel_index()==1);
|
|
assert(_win->is_channel_defined(0));
|
|
|
|
if(_panda_gfx_channel->is_active()) {
|
|
// Now render each of our layers in order.
|
|
|
|
int num_layers = _panda_gfx_channel->get_num_layers();
|
|
for (int l = 0; l < num_layers; l++) {
|
|
GraphicsLayer *layer = _panda_gfx_channel->get_layer(l);
|
|
if (layer->is_active()) {
|
|
int num_drs = layer->get_num_drs();
|
|
for (int d = 0; d < num_drs; d++) {
|
|
DisplayRegion *dr = layer->get_dr(d);
|
|
Camera *cam = dr->get_camera();
|
|
|
|
// For each display region, render from the camera's view.
|
|
if (dr->is_active() && cam != (Camera *)NULL &&
|
|
cam->is_active() && cam->get_scene() != (Node *)NULL) {
|
|
DisplayRegionStack old_dr = push_display_region(dr);
|
|
prepare_display_region();
|
|
render_scene(cam->get_scene(), cam);
|
|
pop_display_region(old_dr);
|
|
}
|
|
}
|
|
} // if (layer->is_active())
|
|
}
|
|
} // if (chan->is_active())
|
|
#if 0
|
|
}
|
|
} // for (int c = 0; c < max_channel_index; c++)
|
|
#endif
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "end frame ----------------------------------------------" << endl;
|
|
#endif
|
|
|
|
_win->end_frame();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::report_texmgr_stats
|
|
// Access: Protected
|
|
// Description: Reports the DX texture manager's activity to PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
report_texmgr_stats() {
|
|
|
|
#if defined(DO_PSTATS)||defined(PRINT_TEXSTATS)
|
|
|
|
HRESULT hr;
|
|
DWORD dwTexTotal,dwTexFree,dwVidTotal,dwVidFree;
|
|
|
|
#ifndef PRINT_TEXSTATS
|
|
if (_total_texmem_pcollector.is_active())
|
|
#endif
|
|
{
|
|
DDSCAPS2 ddsCaps;
|
|
|
|
ZeroMemory(&ddsCaps,sizeof(ddsCaps));
|
|
|
|
ddsCaps.dwCaps = DDSCAPS_VIDEOMEMORY | DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
|
|
if(FAILED( hr = scrn.pDD->GetAvailableVidMem(&ddsCaps,&dwVidTotal,&dwVidFree))) {
|
|
dxgsg_cat.debug() << "report_texmgr GetAvailableVidMem for VIDMEM failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
ddsCaps.dwCaps = DDSCAPS_TEXTURE;
|
|
if(FAILED( hr = scrn.pDD->GetAvailableVidMem(&ddsCaps,&dwTexTotal,&dwTexFree))) {
|
|
dxgsg_cat.debug() << "report_texmgr GetAvailableVidMem for TEXTURE failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
}
|
|
|
|
D3DDEVINFO_TEXTUREMANAGER tminfo;
|
|
ZeroMemory(&tminfo,sizeof(D3DDEVINFO_TEXTUREMANAGER));
|
|
|
|
if(!bTexStatsRetrievalImpossible) {
|
|
hr = scrn.pD3DDevice->GetInfo(D3DDEVINFOID_TEXTUREMANAGER,&tminfo,sizeof(D3DDEVINFO_TEXTUREMANAGER));
|
|
if (hr!=D3D_OK) {
|
|
if (hr==S_FALSE) {
|
|
static int PrintedMsg=2;
|
|
if(PrintedMsg>0) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << " ************ texstats GetInfo() requires debug DX DLLs to be installed!! ***********\n";
|
|
ZeroMemory(&tminfo,sizeof(D3DDEVINFO_TEXTUREMANAGER));
|
|
bTexStatsRetrievalImpossible=true;
|
|
}
|
|
} else {
|
|
dxgsg_cat.error() << "d3ddev->GetInfo(TEXTUREMANAGER) failed to get tex stats: result = " << ConvD3DErrorToString(hr) << endl;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef PRINT_TEXSTATS
|
|
char tmpstr1[50],tmpstr2[50],tmpstr3[50],tmpstr4[50];
|
|
sprintf(tmpstr1,"%.4g",dwVidTotal/1000000.0);
|
|
sprintf(tmpstr2,"%.4g",dwVidFree/1000000.0);
|
|
sprintf(tmpstr3,"%.4g",dwTexTotal/1000000.0);
|
|
sprintf(tmpstr4,"%.4g",dwTexFree/1000000.0);
|
|
dxgsg_cat.debug() << "\nAvailableVidMem for RenderSurfs: (megs) total: " << tmpstr1 << " free: " << tmpstr2
|
|
<< "\nAvailableVidMem for Textures: (megs) total: " << tmpstr3 << " free: " << tmpstr4 << endl;
|
|
|
|
if(!bTexStatsRetrievalImpossible) {
|
|
dxgsg_cat.spam()
|
|
<< "\n bThrashing:\t" << tminfo.bThrashing
|
|
<< "\n NumEvicts:\t" << tminfo.dwNumEvicts
|
|
<< "\n NumVidCreates:\t" << tminfo.dwNumVidCreates
|
|
<< "\n NumTexturesUsed:\t" << tminfo.dwNumTexturesUsed
|
|
<< "\n NumUsedTexInVid:\t" << tminfo.dwNumUsedTexInVid
|
|
<< "\n WorkingSet:\t" << tminfo.dwWorkingSet
|
|
<< "\n WorkingSetBytes:\t" << tminfo.dwWorkingSetBytes
|
|
<< "\n TotalManaged:\t" << tminfo.dwTotalManaged
|
|
<< "\n TotalBytes:\t" << tminfo.dwTotalBytes
|
|
<< "\n LastPri:\t" << tminfo.dwLastPri << endl;
|
|
|
|
D3DDEVINFO_TEXTURING texappinfo;
|
|
ZeroMemory(&texappinfo,sizeof(D3DDEVINFO_TEXTURING));
|
|
hr = scrn.pD3DDevice->GetInfo(D3DDEVINFOID_TEXTURING,&texappinfo,sizeof(D3DDEVINFO_TEXTURING));
|
|
if (hr!=D3D_OK) {
|
|
dxgsg_cat.error() << "GetInfo(TEXTURING) failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
return;
|
|
} else {
|
|
dxgsg_cat.spam()
|
|
<< "\n NumTexLoads:\t" << texappinfo.dwNumLoads
|
|
<< "\n ApproxBytesLoaded:\t" << texappinfo.dwApproxBytesLoaded
|
|
<< "\n NumPreLoads:\t" << texappinfo.dwNumPreLoads
|
|
<< "\n NumSet:\t" << texappinfo.dwNumSet
|
|
<< "\n NumCreates:\t" << texappinfo.dwNumCreates
|
|
<< "\n NumDestroys:\t" << texappinfo.dwNumDestroys
|
|
<< "\n NumSetPriorities:\t" << texappinfo.dwNumSetPriorities
|
|
<< "\n NumSetLODs:\t" << texappinfo.dwNumSetLODs
|
|
<< "\n NumLocks:\t" << texappinfo.dwNumLocks
|
|
<< "\n NumGetDCs:\t" << texappinfo.dwNumGetDCs << endl;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef DO_PSTATS
|
|
// Tell PStats about the state of the texture memory.
|
|
|
|
if (_texmgrmem_total_pcollector.is_active()) {
|
|
// report zero if no debug dlls, to signal this info is invalid
|
|
_texmgrmem_total_pcollector.set_level(tminfo.dwTotalBytes);
|
|
_texmgrmem_resident_pcollector.set_level(tminfo.dwWorkingSetBytes);
|
|
}
|
|
|
|
if (_total_texmem_pcollector.is_active()) {
|
|
_total_texmem_pcollector.set_level(dwTexTotal);
|
|
_used_texmem_pcollector.set_level(dwTexTotal - dwTexFree);
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::render_scene
|
|
// Access: Public, Virtual
|
|
// Description: Renders an entire scene, from the root node of the
|
|
// scene graph, as seen from a particular LensNode
|
|
// and with a given initial state. This initial state
|
|
// may be modified during rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
render_scene(Node *root, LensNode *projnode) {
|
|
#ifdef GSG_VERBOSE
|
|
_pass_number = 0;
|
|
dxgsg_cat.debug()
|
|
<< "begin scene - - - - - - - - - - - - - - - - - - - - - - - - -"
|
|
<< endl;
|
|
#endif
|
|
_current_root_node = root;
|
|
|
|
render_subgraph(_render_traverser, root, projnode,
|
|
AllTransitionsWrapper());
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "done scene - - - - - - - - - - - - - - - - - - - - - - - - -"
|
|
<< endl;
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::render_subgraph
|
|
// Access: Public, Virtual
|
|
// Description: Renders a subgraph of the scene graph as seen from a
|
|
// given lens node, and with a particular initial
|
|
// state. This state may be modified by the render
|
|
// process.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
render_subgraph(RenderTraverser *traverser,
|
|
Node *subgraph, LensNode *projnode,
|
|
const AllTransitionsWrapper &net_trans) {
|
|
LensNode *old_camera = _current_camera;
|
|
_current_camera = projnode;
|
|
LMatrix4f old_projection_mat = _current_projection_mat;
|
|
|
|
Lens *lens = projnode->get_lens();
|
|
const LMatrix4f &projection_mat = lens->get_projection_mat();
|
|
|
|
// d3d is left-handed coord system
|
|
_current_projection_mat =
|
|
LMatrix4f::convert_mat(CS_yup_left, lens->get_coordinate_system()) *
|
|
projection_mat;
|
|
_projection_mat_stack_count++;
|
|
|
|
#if 0
|
|
dxgsg_cat.spam() << "cur projection matrix: " << _current_projection_mat <<"\n";
|
|
#endif
|
|
|
|
#ifdef _DEBUG
|
|
{
|
|
static bool bPrintedMsg=false;
|
|
|
|
if((!bPrintedMsg) && !IS_NEARLY_EQUAL(projection_mat(2,3),1.0f)) {
|
|
bPrintedMsg=true;
|
|
dxgsg_cat.debug() << "non w-compliant render_subgraph projection matrix [2][3] should be 1.0, instead is: " << projection_mat(2,3) << endl;
|
|
dxgsg_cat.debug() << "cur projection matrix: " << projection_mat << endl;
|
|
}
|
|
|
|
// note: a projection matrix that does not have a [3][4] value of 1.0f is
|
|
// not w-compliant and could cause problems with fog
|
|
|
|
}
|
|
#endif
|
|
|
|
HRESULT hr;
|
|
|
|
// BUGBUG: could we avoid doing this every frame if projmat doesnt change?
|
|
// We load the projection matrix directly.
|
|
hr = scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION,
|
|
(LPD3DMATRIX) _current_projection_mat.get_data());
|
|
|
|
// We infer the modelview matrix by doing a wrt on the projection
|
|
// node.
|
|
LMatrix4f modelview_mat;
|
|
get_rel_mat(subgraph, _current_camera, modelview_mat); //needs reversal from glgsg, probably due D3D LH coordsys
|
|
// get_rel_mat(_current_camera, subgraph, modelview_mat);
|
|
|
|
if (_coordinate_system != CS_yup_left) {
|
|
// Now we build the coordinate system conversion into the
|
|
// modelview matrix (as described in the paragraph above).
|
|
modelview_mat = modelview_mat *
|
|
LMatrix4f::convert_mat(_coordinate_system, CS_yup_left);
|
|
}
|
|
|
|
// The modelview matrix will be loaded as each geometry is
|
|
// encountered. So we set the supplied modelview matrix as an
|
|
// initial value instead of loading it now.
|
|
AllTransitionsWrapper sub_trans = net_trans;
|
|
sub_trans.set_transition(new TransformTransition(modelview_mat));
|
|
|
|
render_subgraph(traverser, subgraph, sub_trans);
|
|
|
|
_current_camera = old_camera;
|
|
_current_projection_mat = old_projection_mat;
|
|
_projection_mat_stack_count--;
|
|
|
|
|
|
// We must now restore the projection matrix from before. We could
|
|
// do a push/pop matrix if we were using D3DX
|
|
if (_projection_mat_stack_count > 0)
|
|
hr =scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION,
|
|
(LPD3DMATRIX) _current_projection_mat.get_data());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::render_subgraph
|
|
// Access: Public, Virtual
|
|
// Description: Renders a subgraph of the scene graph as seen from the
|
|
// current lens node, and with a particular
|
|
// initial state. This state may be modified during the
|
|
// render process.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
render_subgraph(RenderTraverser *traverser, Node *subgraph,
|
|
const AllTransitionsWrapper &net_trans) {
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "begin subgraph (pass " << ++_pass_number
|
|
<< ") - - - - - - - - - - - - - - - - - - - - - - - - -" << endl;
|
|
#endif
|
|
|
|
nassertv(traverser != (RenderTraverser *)NULL);
|
|
traverser->traverse(subgraph, net_trans);
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "end subgraph (pass " << _pass_number
|
|
<< ") - - - - - - - - - - - - - - - - - - - - - - - - -"
|
|
<< endl;
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::add_to_FVFBuf
|
|
// Access: Private
|
|
// Description: This adds data to the flexible vertex format
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void DXGraphicsStateGuardian::
|
|
add_to_FVFBuf(void *data, size_t bytes) {
|
|
memcpy(_pCurFvfBufPtr, data, bytes);
|
|
_pCurFvfBufPtr += bytes;
|
|
}
|
|
|
|
// generates slightly fewer instrs
|
|
#define add_DWORD_to_FVFBuf(data) { *((DWORD *)_pCurFvfBufPtr) = (DWORD) data; _pCurFvfBufPtr += sizeof(DWORD);}
|
|
|
|
typedef enum {
|
|
FlatVerts,IndexedVerts,MixedFmtVerts
|
|
} GeomVertFormat;
|
|
|
|
#define COPYVERTDATA_2_VERTEXBUFFER(PrimType,NumVertices) { \
|
|
DWORD numVertBytes=_pCurFvfBufPtr-_pFvfBufBasePtr; \
|
|
memcpy(_pCurrentGeomContext->_pEndofVertData,_pFvfBufBasePtr,numVertBytes); \
|
|
DPInfo dpInfo; \
|
|
dpInfo.nVerts=NumVertices; \
|
|
dpInfo.primtype=PrimType; \
|
|
_pCurrentGeomContext->_PrimInfo.push_back(dpInfo); \
|
|
_pCurrentGeomContext->_num_verts+=dpInfo.nVerts; \
|
|
_pCurrentGeomContext->_pEndofVertData+=numVertBytes; }
|
|
|
|
|
|
INLINE void DXGraphicsStateGuardian::
|
|
transform_color(Colorf &InColor,D3DCOLOR &OutRGBAColor) {
|
|
// To be truly general, we really need a 5x5 matrix to transform a
|
|
// 4-component color. Rather than messing with that, we instead
|
|
// treat the color as a 3-component RGB, which can be transformed by
|
|
// the ordinary 4x4 matrix, and a separate alpha value, which can be
|
|
// scaled and offsetted.
|
|
|
|
LPoint4f temp_pnt(InColor[0], InColor[1], InColor[2], 1.0f);
|
|
Colorf out_color = temp_pnt * _current_color_mat; // maybe expand this out for efficiency
|
|
out_color[3] = (InColor[3] * _current_alpha_scale) + _current_alpha_offset;
|
|
OutRGBAColor = Colorf_to_D3DCOLOR(out_color);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_prim_setup
|
|
// Access: Private
|
|
// Description: This adds data to the flexible vertex format
|
|
////////////////////////////////////////////////////////////////////
|
|
size_t DXGraphicsStateGuardian::
|
|
draw_prim_setup(const Geom *geom) {
|
|
// Set the flags for the flexible vertex format and compute the bytes
|
|
// required to store a single vertex.
|
|
// Assumes _perVertex,_perPrim,_perComp flags are setup prior to entry
|
|
// (especially for shademode). maybe should change this, since we usually
|
|
// get attr info anyway)
|
|
|
|
#ifdef _DEBUG
|
|
assert(geom->get_binding(G_COORD) != G_OFF);
|
|
#endif
|
|
|
|
#define GET_NEXT_VERTEX(NEXTVERT) { NEXTVERT = geom->get_next_vertex(vi); }
|
|
#define GET_NEXT_NORMAL() { p_normal = geom->get_next_normal(ni); }
|
|
#define GET_NEXT_TEXCOORD() { p_texcoord = geom->get_next_texcoord(ti); }
|
|
#define GET_NEXT_COLOR() { \
|
|
Colorf tempcolor = geom->get_next_color(ci); \
|
|
if(!_color_transform_required) { \
|
|
_curD3Dcolor = Colorf_to_D3DCOLOR(tempcolor); \
|
|
} else { \
|
|
transform_color(tempcolor,_curD3Dcolor); \
|
|
}}
|
|
|
|
////////
|
|
|
|
// this stuff should eventually replace the iterators below
|
|
PTA_Vertexf coords;
|
|
PTA_ushort vindexes;
|
|
|
|
geom->get_coords(coords,vindexes);
|
|
if(vindexes!=NULL) {
|
|
_pCurCoordIndex = _coordindex_array = &vindexes[0];
|
|
} else {
|
|
_pCurCoordIndex = _coordindex_array = NULL;
|
|
}
|
|
_pCurCoord = _coord_array = &coords[0];
|
|
|
|
///////////////
|
|
|
|
vi = geom->make_vertex_iterator();
|
|
_curFVFflags = D3DFVF_XYZ;
|
|
size_t vertex_size = sizeof(D3DVALUE) * 3;
|
|
|
|
GeomBindType ColorBinding=geom->get_binding(G_COLOR);
|
|
bool bDoColor=(ColorBinding != G_OFF);
|
|
|
|
if (bDoColor || _has_scene_graph_color) {
|
|
ci = geom->make_color_iterator();
|
|
_curFVFflags |= D3DFVF_DIFFUSE;
|
|
vertex_size += sizeof(D3DCOLOR);
|
|
|
|
if (_has_scene_graph_color) {
|
|
if (_scene_graph_color_stale) {
|
|
// Compute the D3DCOLOR for the scene graph override color.
|
|
if(_color_transform_required) {
|
|
transform_color(_scene_graph_color, _scene_graph_color_D3DCOLOR);
|
|
} else {
|
|
_scene_graph_color_D3DCOLOR = Colorf_to_D3DCOLOR(_scene_graph_color);
|
|
}
|
|
_scene_graph_color_stale = false;
|
|
}
|
|
_curD3Dcolor = _scene_graph_color_D3DCOLOR; // set primitive color if there is one.
|
|
_perVertex &= ~PER_COLOR;
|
|
_perPrim &= ~PER_COLOR;
|
|
_perComp &= ~PER_COLOR;
|
|
} else if(ColorBinding == G_OVERALL){
|
|
GET_NEXT_COLOR();
|
|
|
|
_perVertex &= ~PER_COLOR;
|
|
_perPrim &= ~PER_COLOR;
|
|
_perComp &= ~PER_COLOR;
|
|
}
|
|
}
|
|
|
|
if (geom->get_binding(G_NORMAL) != G_OFF) {
|
|
ni = geom->make_normal_iterator();
|
|
_curFVFflags |= D3DFVF_NORMAL;
|
|
vertex_size += sizeof(D3DVALUE) * 3;
|
|
|
|
if (geom->get_binding(G_NORMAL) == G_OVERALL)
|
|
p_normal = geom->get_next_normal(ni); // set overall normal if there is one
|
|
}
|
|
|
|
|
|
GeomBindType TexCoordBinding;
|
|
PTA_TexCoordf texcoords;
|
|
PTA_ushort tindexes;
|
|
geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
|
|
if (TexCoordBinding != G_OFF) {
|
|
assert(TexCoordBinding == G_PER_VERTEX);
|
|
|
|
// used by faster path
|
|
if(tindexes!=NULL) {
|
|
_pCurTexCoordIndex = _texcoordindex_array = &tindexes[0];
|
|
} else {
|
|
_pCurTexCoordIndex = _texcoordindex_array = NULL;
|
|
}
|
|
_pCurTexCoord = _texcoord_array = &texcoords[0];
|
|
//////
|
|
|
|
ti = geom->make_texcoord_iterator();
|
|
_curFVFflags |= (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
|
|
vertex_size += sizeof(float) * 2;
|
|
}
|
|
|
|
// If we have per-vertex colors or normals, we need smooth shading.
|
|
// Otherwise we want flat shading for performance reasons.
|
|
|
|
// Note on fogging:
|
|
// the fogging expression should really be || (_fog_enabled && (_doFogType==PerVertexFog))
|
|
// instead of just || (_fog_enabled), since GOURAUD shading should not be required for PerPixel
|
|
// fog, but the problem is some cards (Riva128,Matrox G200) emulate pixel fog with table fog
|
|
// but dont force the shading mode to gouraud internally, so you end up with flat-shaded fog colors
|
|
// (note, TNT does the right thing tho). So I guess we must do gouraud shading for all fog rendering for now
|
|
// note that if _doFogType==None, _fog_enabled will always be false
|
|
|
|
D3DSHADEMODE needed_shademode =
|
|
(((_perVertex & (PER_COLOR | (wants_normals() ? PER_NORMAL : 0))) || _fog_enabled) ?
|
|
D3DSHADE_GOURAUD : D3DSHADE_FLAT);
|
|
|
|
set_shademode(needed_shademode);
|
|
|
|
return vertex_size;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_prim_inner_loop
|
|
// Access: Private
|
|
// Description: This adds data to the flexible vertex format with a check
|
|
// for component normals and color
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_prim_inner_loop(int nVerts, const Geom *geom, ushort perFlags) {
|
|
Vertexf NextVert;
|
|
|
|
for(;nVerts > 0;nVerts--) {
|
|
// coord info will always be _perVertex
|
|
GET_NEXT_VERTEX(NextVert); // need to optimize these
|
|
add_to_FVFBuf((void *)&NextVert, sizeof(D3DVECTOR));
|
|
|
|
if(perFlags==(ushort)TexCoordOnly) {
|
|
// break out the common case (for animated chars) 1st
|
|
GET_NEXT_TEXCOORD();
|
|
} else {
|
|
switch (DrawLoopFlags(perFlags)) {
|
|
case Color_TexCoord:
|
|
GET_NEXT_TEXCOORD();
|
|
case ColorOnly:
|
|
GET_NEXT_COLOR();
|
|
break;
|
|
case Normal_Color:
|
|
GET_NEXT_COLOR();
|
|
case NormalOnly:
|
|
GET_NEXT_NORMAL();
|
|
break;
|
|
case Normal_Color_TexCoord:
|
|
GET_NEXT_COLOR();
|
|
case Normal_TexCoord:
|
|
GET_NEXT_NORMAL();
|
|
// case TexCoordOnly:
|
|
GET_NEXT_TEXCOORD();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (_curFVFflags & D3DFVF_NORMAL)
|
|
add_to_FVFBuf((void *)&p_normal, sizeof(D3DVECTOR));
|
|
if (_curFVFflags & D3DFVF_DIFFUSE)
|
|
add_DWORD_to_FVFBuf(_curD3Dcolor);
|
|
if (_curFVFflags & D3DFVF_TEXCOUNT_MASK)
|
|
add_to_FVFBuf((void *)&p_texcoord, sizeof(TexCoordf));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_prim_inner_loop_coordtexonly
|
|
// Access: Private
|
|
// Description: FastPath loop used by animated character data
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_prim_inner_loop_coordtexonly(int nVerts, const Geom *geom) {
|
|
// assumes coord and texcoord data is per-vertex,
|
|
// color is not per-vert/component (which would require fetching new vals in the vertex loop),
|
|
// and no normal data. this should be common situation for animated character data
|
|
// inc'ing local ptrs instead of member ones, seems to optimize better
|
|
// bypass all the slow vertex iterator stuff
|
|
|
|
#ifdef _DEBUG
|
|
{
|
|
assert(geom->get_binding(G_NORMAL) == G_OFF);
|
|
GeomBindType ColorBinding = geom->get_binding(G_COLOR);
|
|
assert((ColorBinding != G_PER_VERTEX) || (ColorBinding != G_PER_COMPONENT));
|
|
assert(geom->get_binding(G_TEXCOORD) == G_PER_VERTEX);
|
|
}
|
|
#endif
|
|
|
|
Vertexf *pCurCoord = _pCurCoord;
|
|
ushort *pCurCoordIndex = _pCurCoordIndex;
|
|
TexCoordf *pCurTexCoord = _pCurTexCoord;
|
|
ushort *pCurTexCoordIndex = _pCurTexCoordIndex;
|
|
|
|
BYTE *pLocalFvfBufPtr = _pCurFvfBufPtr;
|
|
DWORD cur_color = _curD3Dcolor;
|
|
bool bDoIndexedTexCoords = (_texcoordindex_array != NULL);
|
|
bool bDoIndexedCoords = (_coordindex_array != NULL);
|
|
|
|
for(;nVerts>0;nVerts--) {
|
|
if(bDoIndexedCoords) {
|
|
memcpy(pLocalFvfBufPtr,(void*)&_coord_array[*pCurCoordIndex],sizeof(D3DVECTOR));
|
|
pCurCoordIndex++;
|
|
} else {
|
|
memcpy(pLocalFvfBufPtr,(void*)pCurCoord,sizeof(D3DVECTOR));
|
|
pCurCoord++;
|
|
}
|
|
|
|
pLocalFvfBufPtr+=sizeof(D3DVECTOR);
|
|
|
|
*((DWORD *)pLocalFvfBufPtr) = cur_color;
|
|
pLocalFvfBufPtr += sizeof(DWORD);
|
|
|
|
if(bDoIndexedTexCoords) {
|
|
memcpy(pLocalFvfBufPtr,(void*)&_texcoord_array[*pCurTexCoordIndex],sizeof(TexCoordf));
|
|
pCurTexCoordIndex++;
|
|
} else {
|
|
memcpy(pLocalFvfBufPtr,(void*)pCurTexCoord,sizeof(TexCoordf));
|
|
pCurTexCoord++;
|
|
}
|
|
pLocalFvfBufPtr+=sizeof(TexCoordf);
|
|
}
|
|
|
|
_pCurFvfBufPtr=pLocalFvfBufPtr;
|
|
_pCurCoord = pCurCoord;
|
|
_pCurCoordIndex = pCurCoordIndex;
|
|
_pCurTexCoord = pCurTexCoord;
|
|
_pCurTexCoordIndex = pCurTexCoordIndex;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_point
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_point(GeomPoint *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_point()" << endl;
|
|
#endif
|
|
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
// The DX Way
|
|
|
|
int nPrims = geom->get_num_prims();
|
|
|
|
if (nPrims==0) {
|
|
dxgsg_cat.warning() << "draw_point() called with ZERO vertices!!" << endl;
|
|
return;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
static BOOL bPrintedMsg=FALSE;
|
|
|
|
if (!bPrintedMsg && (geom->get_size()!=1.0f)) {
|
|
bPrintedMsg=TRUE;
|
|
dxgsg_cat.warning() << "D3D does not support drawing points of non-unit size, setting point size to 1.0f!\n";
|
|
}
|
|
#endif
|
|
|
|
nassertv(nPrims < D3DMAXNUMVERTICES );
|
|
|
|
PTA_Vertexf coords;
|
|
PTA_Normalf norms;
|
|
PTA_Colorf colors;
|
|
PTA_TexCoordf texcoords;
|
|
GeomBindType bind;
|
|
PTA_ushort vindexes,nindexes,tindexes,cindexes;
|
|
|
|
geom->get_coords(coords,vindexes);
|
|
geom->get_normals(norms,bind,nindexes);
|
|
geom->get_colors(colors,bind,cindexes);
|
|
geom->get_texcoords(texcoords,bind,tindexes);
|
|
|
|
GeomVertFormat GeomVrtFmt=FlatVerts;
|
|
|
|
// first determine if we're indexed or non-indexed
|
|
|
|
if ((vindexes!=NULL)&&(cindexes!=NULL)&&(tindexes!=NULL)&&(nindexes!=NULL)) {
|
|
GeomVrtFmt=IndexedVerts;
|
|
} else if (!((vindexes==NULL)&&(cindexes==NULL)&&(tindexes==NULL)&&(nindexes==NULL)))
|
|
GeomVrtFmt=MixedFmtVerts;
|
|
|
|
#ifdef DONT_USE_DRAWPRIMSTRIDED
|
|
GeomVrtFmt=MixedFmtVerts;
|
|
#else
|
|
if(_bDrawPrimDoSetupVertexBuffer) {
|
|
GeomVrtFmt=MixedFmtVerts;
|
|
}
|
|
#endif
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
if (geom->get_binding(G_NORMAL) == G_PER_VERTEX)
|
|
_perVertex |= PER_NORMAL;
|
|
if (geom->get_binding(G_COLOR) == G_PER_VERTEX)
|
|
_perVertex |= PER_COLOR;
|
|
|
|
// for Indexed Prims and mixed indexed/non-indexed prims, we will use old pipeline for now
|
|
// need to add code to handle fully indexed mode (and handle cases with index arrays of different lengths,
|
|
// values (may only be possible to handle certain cases without reverting to old pipeline)
|
|
if (GeomVrtFmt!=FlatVerts) {
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
nassertv(nPrims * vertex_size < VERT_BUFFER_SIZE);
|
|
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
|
|
|
|
// iterate through the point
|
|
draw_prim_inner_loop(nPrims, geom, _perVertex | _perPrim);
|
|
|
|
nassertv((nPrims*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
|
|
if(!_bDrawPrimDoSetupVertexBuffer) {
|
|
HRESULT hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_POINTLIST, _curFVFflags, _pFvfBufBasePtr, nPrims, NULL);
|
|
TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,nPrims,0);
|
|
} else {
|
|
COPYVERTDATA_2_VERTEXBUFFER(D3DPT_POINTLIST,nPrims);
|
|
}
|
|
} else { // setup for strided
|
|
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
// new code only handles non-indexed pointlists (is this enough?)
|
|
nassertv((vindexes==NULL)&&(cindexes==NULL)&&(tindexes==NULL)&&(nindexes==NULL));
|
|
|
|
D3DDRAWPRIMITIVESTRIDEDDATA dps_data;
|
|
memset(&dps_data,0,sizeof(D3DDRAWPRIMITIVESTRIDEDDATA));
|
|
|
|
dps_data.position.lpvData = (VOID*)coords;
|
|
dps_data.position.dwStride = sizeof(D3DVECTOR);
|
|
|
|
if (_curFVFflags & D3DFVF_NORMAL) {
|
|
dps_data.normal.lpvData = (VOID*)norms;
|
|
dps_data.normal.dwStride = sizeof(D3DVECTOR);
|
|
}
|
|
|
|
if (_curFVFflags & D3DFVF_DIFFUSE) {
|
|
_pCurFvfBufPtr=_pFvfBufBasePtr;
|
|
|
|
dps_data.diffuse.lpvData = (VOID*)_pFvfBufBasePtr;
|
|
dps_data.diffuse.dwStride = sizeof(D3DCOLOR);
|
|
|
|
// Geom nodes store floats for colors, drawprim requires ARGB dwords
|
|
// BUGBUG: eventually this hack every-frame all-colors conversion needs
|
|
// to be done only once as part of a vertex buffer
|
|
|
|
if(_color_transform_required) {
|
|
for (int i=0;i<nPrims;i++) {
|
|
D3DCOLOR RGBA_color;
|
|
transform_color(colors[i],RGBA_color);
|
|
add_DWORD_to_FVFBuf(RGBA_color);
|
|
}
|
|
} else
|
|
for (int i=0;i<nPrims;i++) {
|
|
Colorf out_color=colors[i];
|
|
add_DWORD_to_FVFBuf(Colorf_to_D3DCOLOR(out_color));
|
|
}
|
|
}
|
|
|
|
if (_curFVFflags & D3DFVF_TEXCOUNT_MASK) {
|
|
dps_data.textureCoords[0].lpvData = (VOID*)texcoords;
|
|
dps_data.textureCoords[0].dwStride = sizeof(TexCoordf);
|
|
}
|
|
|
|
HRESULT hr = scrn.pD3DDevice->DrawPrimitiveStrided(D3DPT_POINTLIST, _curFVFflags, &dps_data, nPrims, NULL);
|
|
TestDrawPrimFailure(DrawPrimStrided,hr,scrn.pDD,nPrims,0);
|
|
}
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_line
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_line(GeomLine* geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_line()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
#ifdef _DEBUG
|
|
static BOOL bPrintedMsg=FALSE;
|
|
|
|
// note: need to implement approximation of non-1.0 width lines with quads
|
|
|
|
if (!bPrintedMsg && (geom->get_width()!=1.0f)) {
|
|
bPrintedMsg=TRUE;
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "DX does not support drawing lines with a non-1.0f pixel width, setting width to 1.0f!\n";
|
|
}
|
|
#endif
|
|
|
|
int nPrims = geom->get_num_prims();
|
|
|
|
if (nPrims==0) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "draw_line() called with ZERO vertices!!" << endl;
|
|
return;
|
|
}
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
_perComp = 0x0;
|
|
|
|
switch(geom->get_binding(G_NORMAL)) {
|
|
case G_PER_VERTEX:
|
|
_perVertex |= PER_NORMAL;
|
|
break;
|
|
case G_PER_COMPONENT:
|
|
_perComp |= PER_NORMAL;
|
|
break;
|
|
default:
|
|
_perPrim |= PER_NORMAL;
|
|
}
|
|
|
|
switch(geom->get_binding(G_COLOR)) {
|
|
case G_PER_VERTEX:
|
|
_perVertex |= PER_COLOR;
|
|
break;
|
|
case G_PER_COMPONENT:
|
|
_perComp |= PER_COLOR;
|
|
break;
|
|
default:
|
|
_perPrim |= PER_COLOR;
|
|
}
|
|
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
BYTE *_tmp_fvfOverrunBuf = NULL;
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
// nassertv(nPrims * 2 * vertex_size < VERT_BUFFER_SIZE);
|
|
|
|
if (nPrims * 2 * vertex_size > VERT_BUFFER_SIZE) {
|
|
// bugbug: need cleaner way to handle tmp buffer size overruns (malloc/realloc?)
|
|
_pCurFvfBufPtr = _tmp_fvfOverrunBuf = new BYTE[nPrims * 2 * vertex_size];
|
|
} else _pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
|
|
|
|
for (int i = 0; i < nPrims; i++) {
|
|
if (_perPrim & PER_COLOR) {
|
|
GET_NEXT_COLOR();
|
|
}
|
|
if (_perPrim & PER_NORMAL)
|
|
p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
|
|
draw_prim_inner_loop(2, geom, _perVertex);
|
|
}
|
|
|
|
HRESULT hr;
|
|
|
|
DWORD nVerts = nPrims<<1;
|
|
|
|
if(!_bDrawPrimDoSetupVertexBuffer) {
|
|
if (_tmp_fvfOverrunBuf == NULL) {
|
|
nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_LINELIST, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
|
|
} else {
|
|
nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_tmp_fvfOverrunBuf));
|
|
hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_LINELIST, _curFVFflags, _tmp_fvfOverrunBuf, nVerts, NULL);
|
|
delete [] _tmp_fvfOverrunBuf;
|
|
}
|
|
TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,nVerts,0);
|
|
} else {
|
|
COPYVERTDATA_2_VERTEXBUFFER(D3DPT_LINELIST,nVerts);
|
|
}
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
|
|
void DXGraphicsStateGuardian::
|
|
draw_linestrip(GeomLinestrip* geom, GeomContext *gc) {
|
|
|
|
#ifdef _DEBUG
|
|
static BOOL bPrintedMsg=FALSE;
|
|
|
|
if (!bPrintedMsg && (geom->get_width()!=1.0f)) {
|
|
bPrintedMsg=TRUE;
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "DX does not support drawing lines with a non-1.0f pixel width, setting width to 1.0f!\n";
|
|
}
|
|
#endif
|
|
|
|
draw_linestrip_base(geom,gc,false);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_linestrip
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_linestrip_base(Geom* geom, GeomContext *gc, bool bConnectEnds) {
|
|
// Note draw_linestrip_base() may be called from non-line draw_fns to support wireframe mode
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_linestrip()" << endl;
|
|
#endif
|
|
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
int nPrims = geom->get_num_prims();
|
|
const int *pLengthArr = geom->get_lengths();
|
|
|
|
if(nPrims==0) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "draw_linestrip() called with ZERO vertices!!" << endl;
|
|
return;
|
|
}
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
_perComp = 0x0;
|
|
|
|
switch(geom->get_binding(G_NORMAL)) {
|
|
case G_PER_VERTEX:
|
|
_perVertex |= PER_NORMAL;
|
|
break;
|
|
case G_PER_COMPONENT:
|
|
_perComp |= PER_NORMAL;
|
|
break;
|
|
default:
|
|
_perPrim |= PER_NORMAL;
|
|
}
|
|
|
|
switch(geom->get_binding(G_COLOR)) {
|
|
case G_PER_VERTEX:
|
|
_perVertex |= PER_COLOR;
|
|
break;
|
|
case G_PER_COMPONENT:
|
|
_perComp |= PER_COLOR;
|
|
break;
|
|
default:
|
|
_perPrim |= PER_COLOR;
|
|
}
|
|
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
ushort perFlags = _perVertex | _perComp;
|
|
|
|
bool bPerPrimColor = ((_perPrim & PER_COLOR)!=0);
|
|
bool bPerPrimNormal = ((_perPrim & PER_NORMAL)!=0);
|
|
|
|
DWORD nVerts;
|
|
|
|
if(pLengthArr==NULL) // we've been called by draw_quad, which has no lengths array
|
|
nVerts=4;
|
|
|
|
for (int i = 0; i < nPrims; i++) {
|
|
if (bPerPrimColor) {
|
|
GET_NEXT_COLOR();
|
|
}
|
|
|
|
if (bPerPrimNormal) {
|
|
p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
|
|
}
|
|
|
|
if(pLengthArr!=NULL) {
|
|
nVerts= *(pLengthArr++);
|
|
nassertv(nVerts >= 2);
|
|
}
|
|
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
nassertv(nVerts * vertex_size < VERT_BUFFER_SIZE);
|
|
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
|
|
|
|
draw_prim_inner_loop(nVerts, geom, perFlags);
|
|
|
|
if(bConnectEnds) {
|
|
// append first vertex to end
|
|
memcpy(_pCurFvfBufPtr,_pFvfBufBasePtr,vertex_size);
|
|
_pCurFvfBufPtr+=vertex_size;
|
|
nVerts++;
|
|
}
|
|
|
|
nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
|
|
if(!_bDrawPrimDoSetupVertexBuffer) {
|
|
HRESULT hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_LINESTRIP, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
|
|
TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,nVerts,0);
|
|
} else {
|
|
COPYVERTDATA_2_VERTEXBUFFER(D3DPT_LINESTRIP,nVerts);
|
|
}
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
}
|
|
|
|
// this class exists because an alpha sort is necessary for correct
|
|
// sprite rendering, and we can't simply sort the vertex arrays as
|
|
// each vertex may or may not have corresponding information in the
|
|
// x/y texel-world-ratio and rotation arrays.
|
|
typedef struct {
|
|
Vertexf _v;
|
|
D3DCOLOR _c;
|
|
float _x_ratio;
|
|
float _y_ratio;
|
|
float _theta;
|
|
} WrappedSprite;
|
|
|
|
class WrappedSpriteSortPtr {
|
|
public:
|
|
float z;
|
|
WrappedSprite *pSpr;
|
|
};
|
|
|
|
// this struct exists because the STL can sort faster than i can.
|
|
struct draw_sprite_vertex_less {
|
|
INLINE bool operator ()(const WrappedSpriteSortPtr& v0,
|
|
const WrappedSpriteSortPtr& v1) const {
|
|
return v0.z > v1.z; // reversed from gl due to left-handed coordsys of d3d
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_sprite
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_sprite(GeomSprite *geom, GeomContext *gc) {
|
|
|
|
// this is a little bit of a mess, but it's ok. Here's the deal:
|
|
// we want to draw, and draw quickly, an arbitrarily large number
|
|
// of sprites all facing the screen. Performing the billboard math
|
|
// for ~1000 sprites is way too slow. Ideally, we want one
|
|
// matrix transformation that will handle everything, and this is
|
|
// just about what ends up happening. We're getting the front-facing
|
|
// effect by setting up a new frustum (of the same z-depth as the
|
|
// current one) that is very small in x and y. This way regularly
|
|
// rendered triangles that might not be EXACTLY facing the camera
|
|
// will certainly look close enough. Then, we transform to camera-space
|
|
// by hand and apply the inverse frustum to the transformed point.
|
|
// For some cracked out reason, this actually works.
|
|
|
|
|
|
// Note: for DX8, try to use the PointSprite primitive instead of doing all the stuff below
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_sprite()" << endl;
|
|
#endif
|
|
// get the array traversal set up.
|
|
int nprims = geom->get_num_prims();
|
|
|
|
if (nprims==0) {
|
|
return;
|
|
}
|
|
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(nprims));
|
|
|
|
D3DMATRIX OldD3DWorldMatrix;
|
|
scrn.pD3DDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &OldD3DWorldMatrix);
|
|
|
|
bool bReEnableDither=false;
|
|
|
|
scrn.pD3DDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &OldD3DWorldMatrix);
|
|
|
|
Geom::VertexIterator vi = geom->make_vertex_iterator();
|
|
Geom::ColorIterator ci = geom->make_color_iterator();
|
|
|
|
// note although sprite particles technically dont require a texture,
|
|
// the texture dimensions are used to initialize the size calculations
|
|
// the code in spriteParticleRenderer.cxx does not handle the no-texture case now
|
|
|
|
float tex_xsize = 1.0f;
|
|
float tex_ysize = 1.0f;
|
|
|
|
Texture *tex = geom->get_texture();
|
|
if(tex !=NULL) {
|
|
|
|
// set up the texture-rendering state
|
|
NodeTransitions state;
|
|
|
|
// this sets up texturing. Could just set the renderstates directly, but this is a little cleaner
|
|
TextureTransition *ta = new TextureTransition(tex);
|
|
state.set_transition(ta);
|
|
|
|
TextureApplyTransition *taa = new TextureApplyTransition(TextureApplyProperty::M_modulate);
|
|
state.set_transition(taa);
|
|
|
|
modify_state(state);
|
|
|
|
tex_xsize = tex->_pbuffer->get_xsize();
|
|
tex_ysize = tex->_pbuffer->get_ysize();
|
|
}
|
|
|
|
// save the modelview matrix
|
|
LMatrix4f modelview_mat;
|
|
|
|
const TransformTransition *ctatt;
|
|
if (!get_attribute_into(ctatt, this))
|
|
modelview_mat = LMatrix4f::ident_mat();
|
|
else
|
|
modelview_mat = ctatt->get_matrix();
|
|
|
|
// get the camera information
|
|
float aspect_ratio =
|
|
get_current_camera()->get_lens()->get_aspect_ratio();
|
|
|
|
// null the world xform, so sprites are orthog to scrn (but not necessarily camera pnt unless they lie along z-axis)
|
|
scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matIdentity);
|
|
// only need to change _WORLD xform, _VIEW xform is Identity
|
|
|
|
// precomputation stuff
|
|
float tex_left = geom->get_ll_uv()[0];
|
|
float tex_right = geom->get_ur_uv()[0];
|
|
float tex_bottom = geom->get_ll_uv()[1];
|
|
float tex_top = geom->get_ur_uv()[1];
|
|
|
|
float half_width = 0.5f * tex_xsize * fabs(tex_right - tex_left);
|
|
float half_height = 0.5f * tex_ysize * fabs(tex_top - tex_bottom);
|
|
float scaled_width, scaled_height;
|
|
|
|
// the user can override alpha sorting if they want
|
|
bool alpha = false;
|
|
|
|
if (!geom->get_alpha_disable()) {
|
|
// figure out if alpha's enabled (if not, no reason to sort)
|
|
const TransparencyTransition *ctratt;
|
|
if (get_attribute_into(ctratt, this))
|
|
alpha = (ctratt->get_mode() != TransparencyProperty::M_none);
|
|
}
|
|
|
|
// inner loop vars
|
|
int i;
|
|
Vertexf source_vert, cameraspace_vert;
|
|
float *x_walk, *y_walk, *theta_walk;
|
|
float theta;
|
|
|
|
nassertv(geom->get_x_bind_type() != G_PER_VERTEX);
|
|
nassertv(geom->get_y_bind_type() != G_PER_VERTEX);
|
|
|
|
// set up the non-built-in bindings
|
|
bool x_overall = (geom->get_x_bind_type() == G_OVERALL);
|
|
bool y_overall = (geom->get_y_bind_type() == G_OVERALL);
|
|
bool theta_overall = (geom->get_theta_bind_type() == G_OVERALL);
|
|
bool color_overall = (geom->get_binding(G_COLOR) == G_OVERALL);
|
|
bool theta_on = !(geom->get_theta_bind_type() == G_OFF);
|
|
|
|
// x direction
|
|
if (x_overall)
|
|
scaled_width = geom->_x_texel_ratio[0] * half_width;
|
|
else {
|
|
nassertv(((int)geom->_x_texel_ratio.size() >= geom->get_num_prims()));
|
|
x_walk = &geom->_x_texel_ratio[0];
|
|
}
|
|
|
|
// y direction
|
|
if (y_overall)
|
|
scaled_height = geom->_y_texel_ratio[0] * half_height * aspect_ratio;
|
|
else {
|
|
nassertv(((int)geom->_y_texel_ratio.size() >= geom->get_num_prims()));
|
|
y_walk = &geom->_y_texel_ratio[0];
|
|
}
|
|
|
|
// theta
|
|
if (theta_on) {
|
|
if (theta_overall)
|
|
theta = geom->_theta[0];
|
|
else {
|
|
nassertv(((int)geom->_theta.size() >= geom->get_num_prims()));
|
|
theta_walk = &geom->_theta[0];
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// INNER LOOP PART 1 STARTS HERE
|
|
// Here we transform each point to cameraspace and fill our sort
|
|
// vector with the final geometric information.
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
Colorf v_color;
|
|
|
|
// sort container and iterator
|
|
pvector< WrappedSpriteSortPtr > sorted_sprite_vector;
|
|
pvector< WrappedSpriteSortPtr >::iterator sorted_vec_iter;
|
|
|
|
WrappedSprite *SpriteArray = new WrappedSprite[nprims];
|
|
|
|
//BUGBUG: could we use _fvfbuf for this to avoid perframe alloc?
|
|
// alternately, alloc once when retained mode becomes available
|
|
|
|
if (SpriteArray==NULL) {
|
|
dxgsg_cat.fatal() << "draw_sprite() out of memory!!" << endl;
|
|
return;
|
|
}
|
|
|
|
// the state is set, start running the prims
|
|
|
|
WrappedSprite *pSpr;
|
|
|
|
for (pSpr=SpriteArray,i = 0; i < nprims; i++,pSpr++) {
|
|
|
|
source_vert = geom->get_next_vertex(vi);
|
|
cameraspace_vert = source_vert * modelview_mat;
|
|
|
|
pSpr->_v.set(cameraspace_vert[0],cameraspace_vert[1],cameraspace_vert[2]);
|
|
|
|
if (!color_overall) {
|
|
GET_NEXT_COLOR();
|
|
pSpr->_c = _curD3Dcolor;
|
|
}
|
|
if (!x_overall)
|
|
pSpr->_x_ratio = *x_walk++;
|
|
if (!y_overall)
|
|
pSpr->_y_ratio = *y_walk++; // go along array of ratio values stored in geom
|
|
if (theta_on && (!theta_overall))
|
|
pSpr->_theta = *theta_walk++;
|
|
}
|
|
|
|
if (alpha) {
|
|
sorted_sprite_vector.reserve(nprims); //pre-alloc space for nprims
|
|
|
|
for (pSpr=SpriteArray,i = 0; i < nprims; i++,pSpr++) { // build STL-sortable array
|
|
WrappedSpriteSortPtr ws_ptr;
|
|
ws_ptr.z=pSpr->_v[2];
|
|
ws_ptr.pSpr=pSpr;
|
|
sorted_sprite_vector.push_back(ws_ptr);
|
|
}
|
|
|
|
// sort the verts properly by alpha (if necessary). Of course,
|
|
// the sort is only local, not scene-global, so if you look closely you'll
|
|
// notice that alphas may be screwy. It's ok though, because this is fast.
|
|
// if you want accuracy, use billboards and take the speed hit.
|
|
|
|
sort(sorted_sprite_vector.begin(), sorted_sprite_vector.end(), draw_sprite_vertex_less());
|
|
sorted_vec_iter = sorted_sprite_vector.begin();
|
|
|
|
// disabling dither for alpha particle-systems.
|
|
// ATI sez: most applications ignore the fact that since alpha blended primitives
|
|
// combine the data in the frame buffer with the data in the current pixel, pixels
|
|
// can be dithered multiple times and accentuate the dither pattern. This is particularly
|
|
// true in particle systems which rely on the cumulative visual effect of many overlapping
|
|
// alpha blended primitives.
|
|
|
|
if(_dither_enabled) {
|
|
bReEnableDither=true;
|
|
enable_dither(false);
|
|
}
|
|
}
|
|
|
|
Vertexf ul, ur, ll, lr;
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
// INNER LOOP PART 2 STARTS HERE
|
|
// Now we run through the cameraspace vector and compute the geometry for each
|
|
// tristrip. This includes scaling as per the ratio arrays, as well as
|
|
// rotating in the z.
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
D3DCOLOR CurColor;
|
|
|
|
#if 0
|
|
// not going to attempt this bDoColor optimization to use default white color in flat-shaded
|
|
// mode anymore, it just make the logic confusing below. from now on, always have color in FVF
|
|
|
|
_curFVFflags = D3DFVF_XYZ | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)) ;
|
|
DWORD vertex_size = sizeof(float) * 2 + sizeof(D3DVALUE) * 3;
|
|
|
|
bool bDoColor=true;
|
|
|
|
if (color_overall) {
|
|
GET_NEXT_COLOR();
|
|
CurColor = _curD3Dcolor;
|
|
bDoColor = (_curD3Dcolor != ~0); // dont need to add color if it's all white
|
|
}
|
|
|
|
if (bDoColor) {
|
|
_curFVFflags |= D3DFVF_DIFFUSE;
|
|
vertex_size+=sizeof(D3DCOLOR);
|
|
}
|
|
#else
|
|
_curFVFflags = D3DFVF_XYZ | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)) | D3DFVF_DIFFUSE;
|
|
DWORD vertex_size = sizeof(float) * 2 + sizeof(D3DVALUE) * 3 + sizeof(D3DCOLOR);
|
|
|
|
if (color_overall) {
|
|
GET_NEXT_COLOR();
|
|
CurColor = _curD3Dcolor;
|
|
}
|
|
#endif
|
|
|
|
// see note on fog in draw_prim_setup
|
|
bool bUseGouraudShadedColor=_fog_enabled;
|
|
|
|
set_shademode(!_fog_enabled ? D3DSHADE_FLAT: D3DSHADE_GOURAUD);
|
|
|
|
#ifdef _DEBUG
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
nassertv(nprims * 4 * vertex_size < VERT_BUFFER_SIZE);
|
|
nassertv(nprims * 6 < D3DMAXNUMVERTICES );
|
|
#endif
|
|
|
|
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
|
|
|
|
const float TexCrdSets[4][2] = {
|
|
{ tex_left, tex_bottom },
|
|
{ tex_right, tex_bottom },
|
|
{ tex_left, tex_top },
|
|
{ tex_right, tex_top }
|
|
};
|
|
|
|
#define QUADVERTLISTLEN 6
|
|
|
|
DWORD QuadVertIndexList[QUADVERTLISTLEN] = { 0, 1, 2, 3, 2, 1};
|
|
DWORD CurDPIndexArrLength=0,CurVertCount=0;
|
|
|
|
for (pSpr=SpriteArray,i = 0; i < nprims; i++,pSpr++) { // build STL-sortable array
|
|
|
|
if (alpha) {
|
|
pSpr = sorted_vec_iter->pSpr;
|
|
sorted_vec_iter++;
|
|
}
|
|
|
|
// if not G_OVERALL, calculate the scale factors //huh??
|
|
if (!x_overall)
|
|
scaled_width = pSpr->_x_ratio * half_width;
|
|
|
|
if (!y_overall)
|
|
scaled_height = pSpr->_y_ratio * half_height * aspect_ratio;
|
|
|
|
// if not G_OVERALL, do some trig for this z rotate //what is the theta angle??
|
|
if (theta_on) {
|
|
if (!theta_overall)
|
|
theta = pSpr->_theta;
|
|
|
|
// create the rotated points. BUGBUG: this matmult will be slow if we dont get inlining
|
|
// rotate_mat calls sin() on an unbounded val, possible to make it faster with lookup table (modulate to 0-360 range?)
|
|
|
|
LMatrix3f xform_mat = LMatrix3f::rotate_mat(theta) *
|
|
LMatrix3f::scale_mat(scaled_width, scaled_height);
|
|
|
|
ur = (LVector3f( 1.0f, 1.0f, 0.0f) * xform_mat) + pSpr->_v;
|
|
ul = (LVector3f(-1.0f, 1.0f, 0.0f) * xform_mat) + pSpr->_v;
|
|
lr = (LVector3f( 1.0f, -1.0f, 0.0f) * xform_mat) + pSpr->_v;
|
|
ll = (LVector3f(-1.0f, -1.0f, 0.0f) * xform_mat) + pSpr->_v;
|
|
} else {
|
|
// create points for unrotated rect sprites
|
|
float x,y,negx,negy,z;
|
|
|
|
x = pSpr->_v[0] + scaled_width;
|
|
y = pSpr->_v[1] + scaled_height;
|
|
negx = pSpr->_v[0] - scaled_width;
|
|
negy = pSpr->_v[1] - scaled_height;
|
|
z = pSpr->_v[2];
|
|
|
|
ur.set(x, y, z);
|
|
ul.set(negx, y, z);
|
|
lr.set(x, negy, z);
|
|
ll.set(negx, negy, z);
|
|
}
|
|
|
|
// can no longer assume flat-shaded (because of vtx fog), so always copy full color in there
|
|
|
|
/********* LL vertex **********/
|
|
|
|
add_to_FVFBuf((void *)ll.get_data(), sizeof(D3DVECTOR));
|
|
if (!color_overall) // otherwise its already been set globally
|
|
CurColor = pSpr->_c;
|
|
add_DWORD_to_FVFBuf(CurColor); // only need to cpy color on 1st vert, others are just empty ignored space
|
|
add_to_FVFBuf((void *)TexCrdSets[0], sizeof(float)*2);
|
|
|
|
/********* LR vertex **********/
|
|
|
|
add_to_FVFBuf((void *)lr.get_data(), sizeof(D3DVECTOR));
|
|
|
|
// if flat shading, dont need to write color for middle vtx, just incr ptr
|
|
if(bUseGouraudShadedColor)
|
|
*((DWORD *)_pCurFvfBufPtr) = (DWORD) CurColor;
|
|
_pCurFvfBufPtr += sizeof(D3DCOLOR);
|
|
|
|
add_to_FVFBuf((void *)TexCrdSets[1], sizeof(float)*2);
|
|
|
|
/********* UL vertex **********/
|
|
|
|
add_to_FVFBuf((void *)ul.get_data(), sizeof(D3DVECTOR));
|
|
// if flat shading, dont need to write color for middle vtx, just incr ptr
|
|
if(bUseGouraudShadedColor)
|
|
*((DWORD *)_pCurFvfBufPtr) = (DWORD) CurColor;
|
|
_pCurFvfBufPtr += sizeof(D3DCOLOR);
|
|
add_to_FVFBuf((void *)TexCrdSets[2], sizeof(float)*2);
|
|
|
|
/********* UR vertex **********/
|
|
|
|
add_to_FVFBuf((void *)ur.get_data(), sizeof(D3DVECTOR));
|
|
add_DWORD_to_FVFBuf(CurColor);
|
|
add_to_FVFBuf((void *)TexCrdSets[3], sizeof(float)*2);
|
|
|
|
for (int ii=0;ii<QUADVERTLISTLEN;ii++) {
|
|
_index_buf[CurDPIndexArrLength+ii]=QuadVertIndexList[ii]+CurVertCount;
|
|
}
|
|
CurDPIndexArrLength+=QUADVERTLISTLEN;
|
|
CurVertCount+=4;
|
|
}
|
|
|
|
nassertv(((4*nprims)*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
|
|
// cant do tristrip/fan since it would require 1 call want to make 1 call for multiple quads which arent connected
|
|
// best we can do is indexed primitive, which sends 2 redundant indices instead of sending 2 redundant full verts
|
|
HRESULT hr = scrn.pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, _curFVFflags, _pFvfBufBasePtr, 4*nprims, _index_buf,QUADVERTLISTLEN*nprims,NULL);
|
|
TestDrawPrimFailure(DrawIndexedPrim,hr,scrn.pDD,QUADVERTLISTLEN*nprims,nprims);
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
delete [] SpriteArray;
|
|
|
|
// restore the matrices
|
|
scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &OldD3DWorldMatrix);
|
|
|
|
if(bReEnableDither)
|
|
enable_dither(true);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_polygon
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_polygon(GeomPolygon *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_polygon()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
// wireframe polygon will be drawn as linestrip, otherwise draw as multi-tri trifan
|
|
DWORD rstate;
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_FILLMODE, &rstate);
|
|
if(rstate!=D3DFILL_WIREFRAME) {
|
|
draw_multitri(geom, D3DPT_TRIANGLEFAN);
|
|
} else {
|
|
draw_linestrip_base(geom,gc,true);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_quad
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_quad(GeomQuad *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_quad()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
// wireframe quad will be drawn as linestrip, otherwise draw as multi-tri trifan
|
|
DWORD rstate;
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_FILLMODE, &rstate);
|
|
if(rstate!=D3DFILL_WIREFRAME) {
|
|
draw_multitri(geom, D3DPT_TRIANGLEFAN);
|
|
} else {
|
|
draw_linestrip_base(geom,gc,true);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_tri
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::
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draw_tri(GeomTri *geom, GeomContext *gc) {
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug() << "draw_tri()" << endl;
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#endif
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DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
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DO_PSTATS_STUFF(_vertices_tri_pcollector.add_level(geom->get_num_vertices()));
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#if 0
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if (_pCurTexContext!=NULL) {
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dxgsg_cat.spam() << "Cur active DX texture: " << _pCurTexContext->_tex->get_name() << "\n";
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}
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#endif
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#ifdef COUNT_DRAWPRIMS
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cGeomcount++;
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#endif
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DWORD nPrims = geom->get_num_prims();
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HRESULT hr;
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PTA_Vertexf coords;
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PTA_Normalf norms;
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PTA_Colorf colors;
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PTA_TexCoordf texcoords;
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GeomBindType TexCoordBinding,ColorBinding,NormalBinding;
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PTA_ushort vindexes,nindexes,tindexes,cindexes;
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geom->get_coords(coords,vindexes);
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geom->get_normals(norms,NormalBinding,nindexes);
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geom->get_colors(colors,ColorBinding,cindexes);
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geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
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/*
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for now, always use complex path, since DPstrided path never gave speedup
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GeomVertFormat GeomVrtFmt=FlatVerts;
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// first determine if we're indexed or non-indexed
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if ((vindexes!=NULL)&&(cindexes!=NULL)&&(tindexes!=NULL)&&(nindexes!=NULL)) {
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GeomVrtFmt=IndexedVerts;
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//make sure array sizes are consistent, we can only pass 1 size to DrawIPrm
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// nassertv(coords.size==norms.size); nassertv(coords.size==colors.size); nassertv(coords.size==texcoords.size); need to assert only if we have this w/same binding
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// indexed mode requires all used norms,colors,texcoords,coords array be the same
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// length, or 0 or 1 (dwStride==0), also requires all elements to use the same index array
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}
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else if (!((vindexes==NULL)&&(cindexes==NULL)&&(tindexes==NULL)&&(nindexes==NULL)))
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GeomVrtFmt=MixedFmtVerts;
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#ifdef DONT_USE_DRAWPRIMSTRIDED
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GeomVrtFmt=MixedFmtVerts;
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#else
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if(_bDrawPrimDoSetupVertexBuffer) {
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GeomVrtFmt=MixedFmtVerts;
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}
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#endif
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// for Indexed Prims and mixed indexed/non-indexed prims, we will use old pipeline for now
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// need to add code to handle fully indexed mode (and handle cases with index arrays of different lengths,
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// values (may only be possible to handle certain cases without reverting to old pipeline)
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if (GeomVrtFmt!=FlatVerts)
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*/
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{
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// this is the old geom setup, it reformats every vtx into an output array passed to d3d
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_perVertex = 0x0;
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_perPrim = 0x0;
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bool bUseTexCoordOnlyLoop = ((ColorBinding != G_PER_VERTEX) &&
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(NormalBinding == G_OFF) &&
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(TexCoordBinding != G_OFF));
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bool bPerPrimNormal=false;
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if(bUseTexCoordOnlyLoop) {
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_perVertex |= PER_TEXCOORD; // TexCoords are either G_OFF or G_PER_VERTEX
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} else {
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if(NormalBinding == G_PER_VERTEX)
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_perVertex |= PER_NORMAL;
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else if(NormalBinding == G_PER_PRIM) {
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_perPrim |= PER_NORMAL;
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bPerPrimNormal=true;
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}
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if(TexCoordBinding == G_PER_VERTEX)
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_perVertex |= PER_TEXCOORD;
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}
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bool bPerPrimColor=(ColorBinding == G_PER_PRIM);
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if(bPerPrimColor)
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_perPrim |= PER_COLOR;
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else if(ColorBinding == G_PER_VERTEX)
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_perVertex |= PER_COLOR;
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size_t vertex_size = draw_prim_setup(geom);
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nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
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nassertv(nPrims * 3 * vertex_size < VERT_BUFFER_SIZE);
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_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
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// iterate through the triangle primitive
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for (uint i = 0; i < nPrims; i++) {
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if(bPerPrimColor) { // remember color might be G_OVERALL too!
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GET_NEXT_COLOR();
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}
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if(bUseTexCoordOnlyLoop) {
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draw_prim_inner_loop_coordtexonly(3, geom);
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} else {
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if(bPerPrimNormal)
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p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
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draw_prim_inner_loop(3, geom, _perVertex);
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}
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}
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DWORD nVerts=nPrims*3;
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nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
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if(!_bDrawPrimDoSetupVertexBuffer) {
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hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
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TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,nVerts,nPrims);
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} else {
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COPYVERTDATA_2_VERTEXBUFFER(D3DPT_TRIANGLELIST,nVerts);
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}
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_pCurFvfBufPtr = NULL;
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}
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/*
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else {
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// new geom setup that uses strided DP calls to avoid making an extra pass over the data
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D3DDRAWPRIMITIVESTRIDEDDATA dps_data;
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memset(&dps_data,0,sizeof(D3DDRAWPRIMITIVESTRIDEDDATA));
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#ifdef _DEBUG
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nassertv(!geom->uses_components()); // code ignores lengths array
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nassertv(geom->get_binding(G_COORD) == G_PER_VERTEX);
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#endif
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D3DPRIMITIVETYPE primtype=D3DPT_TRIANGLELIST;
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DWORD fvf_flags = D3DFVF_XYZ;
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dps_data.position.lpvData = (VOID*)coords;
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dps_data.position.dwStride = sizeof(D3DVECTOR);
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// see fog comment in draw_prim_setup
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D3DSHADEMODE NeededShadeMode = (_fog_enabled) ? D3DSHADE_GOURAUD : D3DSHADE_FLAT;
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const DWORD dwVertsperPrim=3;
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if ((NormalBinding != G_OFF) && wants_normals()) {
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dps_data.normal.lpvData = (VOID*)norms;
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dps_data.normal.dwStride = sizeof(D3DVECTOR);
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#ifdef _DEBUG
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nassertv(geom->get_num_vertices_per_prim()==3);
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nassertv( nPrims*dwVertsperPrim*sizeof(D3DVECTOR) <= D3DMAXNUMVERTICES*sizeof(WORD));
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if (NormalBinding==G_PER_VERTEX)
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nassertv(norms.size()>=nPrims*dwVertsperPrim);
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#endif
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fvf_flags |= D3DFVF_NORMAL;
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NeededShadeMode = D3DSHADE_GOURAUD;
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Normalf *pExpandedNormalArray = (Normalf *)_index_buf; // BUGBUG: need to use real permanent buffers for this conversion
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if (NormalBinding==G_PER_PRIM) {
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// must use tmp array to duplicate-expand per-prim norms to per-vert norms
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Normalf *pOutVec = pExpandedNormalArray;
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Normalf *pInVec=norms;
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nassertv(norms.size()>=nPrims);
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for (uint i=0;i<nPrims;i++,pInVec++,pOutVec+=dwVertsperPrim) {
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*pOutVec = *pInVec;
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*(pOutVec+1) = *pInVec;
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*(pOutVec+2) = *pInVec;
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}
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dps_data.normal.lpvData = (VOID*)pExpandedNormalArray;
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} else if (NormalBinding==G_OVERALL) {
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// copy the one global color in, set stride to 0
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*pExpandedNormalArray=norms[0];
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dps_data.normal.lpvData = (VOID*)pExpandedNormalArray;
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dps_data.normal.dwStride = 0;
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}
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}
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ColorTransition *catt=NULL;
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bool bDoGlobalSceneGraphColor=FALSE,bDoColor=(ColorBinding != G_OFF);
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// We should issue geometry colors only if the scene graph color is off.
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if (get_attribute_into(catt, this)) {
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if (!catt->is_real())
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bDoColor=FALSE; // this turns off any Geom colors
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else {
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ColorBinding=G_OVERALL;
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bDoGlobalSceneGraphColor=TRUE;
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}
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}
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if (bDoColor || bDoGlobalSceneGraphColor) {
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D3DCOLOR *pOutColor,*pConvertedColorArray;
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Colorf *pInColor=colors;
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pOutColor = pConvertedColorArray = (D3DCOLOR *)_pFvfBufBasePtr;
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#ifdef _DEBUG
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nassertv( nPrims*dwVertsperPrim*sizeof(D3DCOLOR) <= VERT_BUFFER_SIZE);
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#endif
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fvf_flags |= D3DFVF_DIFFUSE;
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dps_data.diffuse.lpvData = (VOID*)pConvertedColorArray;
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dps_data.diffuse.dwStride = sizeof(D3DCOLOR);
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if (ColorBinding==G_PER_PRIM) {
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// must use tmp array to expand per-prim info to per-vert info
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// Geom nodes store floats for colors, drawprim requires ARGB dwords
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// BUGBUG: eventually this hack every-frame all-colors conversion needs
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// to be done only once as part of a vertex buffer
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if (NeededShadeMode!=D3DSHADE_FLAT) {
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// but if lighting enabled, we need to color every vert since shading will be GOURAUD
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if(!_color_transform_required) {
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for (uint i=0;i<nPrims;i++,pInColor++,pOutColor+=dwVertsperPrim) {
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D3DCOLOR newcolr = Colorf_to_D3DCOLOR(*pInColor);
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*pOutColor = newcolr;
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*(pOutColor+1) = newcolr;
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*(pOutColor+2) = newcolr;
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}
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} else {
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for (uint i=0;i<nPrims;i++,pInColor++,pOutColor+=dwVertsperPrim) {
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D3DCOLOR newcolr;
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transform_color(*pInColor,newcolr);
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*pOutColor = newcolr;
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*(pOutColor+1) = newcolr;
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*(pOutColor+2) = newcolr;
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}
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}
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} else {
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// dont write 2nd,3rd colors in output buffer, these are not used in flat shading
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// MAKE SURE ShadeMode never set to GOURAUD after this!
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if(!_color_transform_required) {
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for (uint i=0;i<nPrims;i++,pInColor++,pOutColor+=dwVertsperPrim) {
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*pOutColor = Colorf_to_D3DCOLOR(*pInColor);
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}
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} else {
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for (uint i=0;i<nPrims;i++,pInColor++,pOutColor+=dwVertsperPrim) {
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transform_color(*pInColor,*pOutColor);
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}
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}
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}
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} else if (ColorBinding==G_PER_VERTEX) {
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NeededShadeMode = D3DSHADE_GOURAUD;
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// want to do this conversion once in retained mode
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DWORD cNumColors=nPrims*dwVertsperPrim;
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if(!_color_transform_required) {
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for (uint i=0;i<cNumColors;i++,pInColor++,pOutColor++) {
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*pOutColor = Colorf_to_D3DCOLOR(*pInColor);
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}
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} else {
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for (uint i=0;i<cNumColors;i++,pInColor++,pOutColor++) {
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transform_color(*pInColor,*pOutColor);
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}
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}
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} else {
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#ifdef _DEBUG
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nassertv(ColorBinding==G_OVERALL);
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#endif
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// copy the one global color in, set stride to 0
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|
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if(!_color_transform_required) {
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if (bDoGlobalSceneGraphColor) {
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Colorf colr = catt->get_color();
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*pConvertedColorArray = Colorf_to_D3DCOLOR(colr);
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} else {
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*pConvertedColorArray = Colorf_to_D3DCOLOR(*pInColor);
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}
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} else {
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if (bDoGlobalSceneGraphColor) {
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Colorf colr = catt->get_color();
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transform_color(colr,*pConvertedColorArray);
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} else {
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transform_color(*pInColor,*pConvertedColorArray);
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}
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}
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dps_data.diffuse.dwStride = 0;
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}
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}
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if ((TexCoordBinding != G_OFF) && _texturing_enabled) {
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#ifdef _DEBUG
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nassertv(TexCoordBinding == G_PER_VERTEX); // only sensible choice for a tri
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#endif
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dps_data.textureCoords[0].lpvData = (VOID*)texcoords;
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dps_data.textureCoords[0].dwStride = sizeof(TexCoordf);
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fvf_flags |= (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
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}
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set_shademode(NeededShadeMode);
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DWORD nVerts = nPrims*dwVertsperPrim;
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hr = scrn.pD3DDevice->DrawPrimitiveStrided(primtype, fvf_flags, &dps_data, nVerts, NULL);
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TestDrawPrimFailure(DrawPrimStrided,hr,scrn.pDD,nVerts,nPrims);
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_pCurFvfBufPtr = NULL;
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}
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*/
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///////////////////////////
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/*
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#if 0
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// test triangle for me to dbg experiments only
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float vert_buf[15] = {
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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33.0, 0.0f, 0.0f, 0.0f, 2.0,
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0.0f, 0.0f, 33.0, 2.0, 0.0f
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};
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scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_BORDER);
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scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_BORDER);
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scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_BORDERCOLOR,MY_D3DRGBA(0,0,0,0));
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_curFVFflags = D3DFVF_XYZ | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)) ;
|
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HRESULT hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, _curFVFflags, vert_buf, nPrims*3, NULL);
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TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,nPrims*3,nPrims);
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#endif
|
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*/
|
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}
|
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|
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////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_tristrip
|
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// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
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draw_tristrip(GeomTristrip *geom, GeomContext *gc) {
|
|
|
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#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_tristrip()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_tristrip_pcollector.add_level(geom->get_num_vertices()));
|
|
|
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draw_multitri(geom, D3DPT_TRIANGLESTRIP);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_trifan
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_trifan(GeomTrifan *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_trifan()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_trifan_pcollector.add_level(geom->get_num_vertices()));
|
|
|
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draw_multitri(geom, D3DPT_TRIANGLEFAN);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_multitri
|
|
// Access: Public, Virtual
|
|
// Description: handles trifans and tristrips
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
|
|
|
|
DWORD nPrims = geom->get_num_prims();
|
|
const uint *pLengthArr = (const uint *) ((const int *)geom->get_lengths());
|
|
HRESULT hr;
|
|
|
|
if(nPrims==0) {
|
|
#ifdef _DEBUG
|
|
dxgsg_cat.warning() << "draw_multitri() called with ZERO vertices!!" << endl;
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
#ifdef COUNT_DRAWPRIMS
|
|
cGeomcount++;
|
|
#endif
|
|
|
|
PTA_Vertexf coords;
|
|
PTA_Normalf norms;
|
|
PTA_Colorf colors;
|
|
PTA_TexCoordf texcoords;
|
|
GeomBindType TexCoordBinding,ColorBinding,NormalBinding;
|
|
PTA_ushort vindexes,nindexes,tindexes,cindexes;
|
|
|
|
geom->get_coords(coords,vindexes);
|
|
geom->get_normals(norms,NormalBinding,nindexes);
|
|
geom->get_colors(colors,ColorBinding,cindexes);
|
|
geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
|
|
/*
|
|
GeomVertFormat GeomVrtFmt;
|
|
|
|
#ifdef DONT_USE_DRAWPRIMSTRIDED
|
|
GeomVrtFmt=MixedFmtVerts;
|
|
#else
|
|
GeomVrtFmt=FlatVerts;
|
|
|
|
if(!geom->uses_components()) {
|
|
GeomVrtFmt=MixedFmtVerts; // dont need efficiency here, just use simpler codepath
|
|
} else {
|
|
// first determine if we're indexed or non-indexed
|
|
if((vindexes!=NULL)&&(cindexes!=NULL)&&(tindexes!=NULL)&&(nindexes!=NULL)) {
|
|
GeomVrtFmt=IndexedVerts;
|
|
//make sure array sizes are consistent, we can only pass 1 size to DrawIPrm
|
|
// nassertv(coords.size==norms.size); nassertv(coords.size==colors.size); nassertv(coords.size==texcoords.size); need to assert only if we have this w/same binding
|
|
// indexed mode requires all used norms,colors,texcoords,coords array be the same
|
|
// length, or 0 or 1 (dwStride==0), also requires all elements to use the same index array
|
|
} else if (!((vindexes==NULL)&&(cindexes==NULL)&&(tindexes==NULL)&&(nindexes==NULL)))
|
|
GeomVrtFmt=MixedFmtVerts;
|
|
}
|
|
|
|
if(_bDrawPrimDoSetupVertexBuffer) {
|
|
GeomVrtFmt=MixedFmtVerts;
|
|
}
|
|
#endif
|
|
|
|
// for Indexed Prims and mixed indexed/non-indexed prims, we will use old pipeline
|
|
// cant handle indexed prims because usually have different index arrays for different components,
|
|
// and DrIdxPrmStrd only accepts 1 index array for all components
|
|
if (GeomVrtFmt!=FlatVerts)
|
|
*/
|
|
|
|
{
|
|
// this is the old geom setup, it reformats every vtx into an output array passed to d3d
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
_perComp = 0x0;
|
|
|
|
bool bIsTriList=(trilisttype==D3DPT_TRIANGLESTRIP);
|
|
bool bPerPrimColor=(ColorBinding == G_PER_PRIM);
|
|
bool bPerPrimNormal;
|
|
bool bUseTexCoordOnlyLoop = (((ColorBinding == G_OVERALL) || bPerPrimColor) &&
|
|
(NormalBinding == G_OFF) &&
|
|
(TexCoordBinding != G_OFF));
|
|
|
|
if(bUseTexCoordOnlyLoop) {
|
|
if(bPerPrimColor) {
|
|
_perPrim = PER_COLOR;
|
|
}
|
|
} else {
|
|
switch (NormalBinding) {
|
|
case G_PER_VERTEX:
|
|
_perVertex |= PER_NORMAL;
|
|
break;
|
|
case G_PER_PRIM:
|
|
_perPrim |= PER_NORMAL;
|
|
break;
|
|
case G_PER_COMPONENT:
|
|
_perComp |= PER_NORMAL;
|
|
break;
|
|
}
|
|
|
|
bPerPrimNormal=((_perPrim & PER_NORMAL)!=0);
|
|
|
|
if (TexCoordBinding == G_PER_VERTEX)
|
|
_perVertex |= PER_TEXCOORD;
|
|
|
|
switch (ColorBinding) {
|
|
case G_PER_PRIM:
|
|
_perPrim |= PER_COLOR;
|
|
break;
|
|
case G_PER_COMPONENT:
|
|
_perComp |= PER_COLOR;
|
|
break;
|
|
case G_PER_VERTEX:
|
|
_perVertex |= PER_COLOR;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// draw_prim_setup() REQUIRES _perVertex, etc flags setup properly prior to call
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
// iterate through the triangle primitives
|
|
|
|
int nVerts;
|
|
if(pLengthArr==NULL) {
|
|
// we've been called by draw_quad, which has no lengths array
|
|
nVerts=4;
|
|
}
|
|
|
|
for (uint i = 0; i < nPrims; i++) {
|
|
|
|
if(pLengthArr!=NULL) {
|
|
nVerts = *(pLengthArr++);
|
|
}
|
|
|
|
if(bPerPrimColor) { // remember color might be G_OVERALL too!
|
|
GET_NEXT_COLOR();
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
nassertv(nVerts >= 3);
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
nassertv(nVerts * vertex_size < VERT_BUFFER_SIZE);
|
|
#endif
|
|
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
|
|
|
|
if(_perComp==0x0) {
|
|
if(bUseTexCoordOnlyLoop) {
|
|
draw_prim_inner_loop_coordtexonly(nVerts, geom);
|
|
} else {
|
|
if (bPerPrimNormal)
|
|
p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
|
|
|
|
draw_prim_inner_loop(nVerts, geom, _perVertex);
|
|
}
|
|
} else {
|
|
if(bPerPrimNormal)
|
|
p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
|
|
|
|
if(bIsTriList) {
|
|
// in flat shade mode, D3D strips color using the 1st vertex.
|
|
// (note: differs from OGL, which always uses last vtx for strips&fans
|
|
|
|
// Store all but last 2 verts
|
|
draw_prim_inner_loop(nVerts-2, geom, _perVertex | _perComp);
|
|
|
|
// _perComp attribs should not be fetched for last 2 verts
|
|
draw_prim_inner_loop(2, geom, _perVertex);
|
|
} else {
|
|
// in flat shade mode, D3D fans color using the 2nd vertex.
|
|
// (note: differs from OGL, which always uses last vtx for strips&fans
|
|
// _perComp attribs should not be fetched for first & last verts, they will
|
|
// be associated with middle n-2 verts
|
|
|
|
draw_prim_inner_loop(1, geom, _perVertex);
|
|
draw_prim_inner_loop(nVerts-2, geom, _perVertex | _perComp);
|
|
draw_prim_inner_loop(1, geom, _perVertex);
|
|
}
|
|
}
|
|
|
|
assert((nVerts*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
|
|
if(!_bDrawPrimDoSetupVertexBuffer) {
|
|
hr = scrn.pD3DDevice->DrawPrimitive(trilisttype, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
|
|
TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,nVerts,nVerts-2);
|
|
} else {
|
|
COPYVERTDATA_2_VERTEXBUFFER(trilisttype,nVerts);
|
|
}
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
else {
|
|
|
|
// new geom setup that uses strided DP calls to avoid making an extra pass over the data
|
|
|
|
D3DDRAWPRIMITIVESTRIDEDDATA dps_data;
|
|
memset(&dps_data,0,sizeof(D3DDRAWPRIMITIVESTRIDEDDATA));
|
|
|
|
#ifdef _DEBUG
|
|
nassertv(geom->uses_components());
|
|
nassertv(geom->get_binding(G_COORD) == G_PER_VERTEX);
|
|
#endif
|
|
|
|
DWORD fvf_flags = D3DFVF_XYZ;
|
|
dps_data.position.lpvData = (VOID*)coords;
|
|
dps_data.position.dwStride = sizeof(D3DVECTOR);
|
|
|
|
D3DSHADEMODE NeededShadeMode = D3DSHADE_FLAT;
|
|
|
|
DWORD cTotalVerts=0;
|
|
|
|
for (uint i=0;i<nPrims;i++) {
|
|
cTotalVerts+= pLengthArr[i];
|
|
}
|
|
|
|
const DWORD cNumMoreVertsthanTris=2;
|
|
|
|
if((NormalBinding != G_OFF) && wants_normals()) {
|
|
|
|
dps_data.normal.lpvData = (VOID*)norms;
|
|
dps_data.normal.dwStride = sizeof(D3DVECTOR);
|
|
|
|
#ifdef _DEBUG
|
|
nassertv(geom->get_num_more_vertices_than_components()==2);
|
|
nassertv(NormalBinding!=G_PER_COMPONENT); // makes no sense, unimplementable for strips since normals always shared across tris
|
|
nassertv( cTotalVerts*sizeof(D3DVECTOR) <= D3DMAXNUMVERTICES*sizeof(WORD));
|
|
if(NormalBinding==G_PER_VERTEX)
|
|
nassertv(norms.size()>=cTotalVerts);
|
|
#endif
|
|
fvf_flags |= D3DFVF_NORMAL;
|
|
NeededShadeMode = D3DSHADE_GOURAUD;
|
|
|
|
Normalf *pExpandedNormalArray = (Normalf *)_index_buf; // BUGBUG: need to use real permanent buffers instead of _indexbuf hack
|
|
|
|
if(NormalBinding==G_PER_PRIM) {
|
|
// we have 1 normal per strip
|
|
// must use tmp array to duplicate-expand per-prim norms to per-vert norms
|
|
Normalf *pOutVec = pExpandedNormalArray;
|
|
Normalf *pInVec=norms;
|
|
const uint *pLengths=pLengthArr;
|
|
|
|
nassertv(norms.size()>=nPrims);
|
|
|
|
for (uint i=0;i<nPrims;i++,pInVec++,pLengths++) {
|
|
for (uint j=0;j<(*pLengths);j++,pOutVec++) {
|
|
*pOutVec = *pInVec;
|
|
}
|
|
}
|
|
|
|
dps_data.normal.lpvData = (VOID*)pExpandedNormalArray;
|
|
|
|
} else if(NormalBinding==G_OVERALL) {
|
|
// copy the one global color in, set stride to 0
|
|
*pExpandedNormalArray=norms[0];
|
|
dps_data.normal.lpvData = (VOID*)pExpandedNormalArray;
|
|
dps_data.normal.dwStride = 0;
|
|
}
|
|
}
|
|
|
|
ColorTransition *catt=NULL;
|
|
bool bDoGlobalSceneGraphColor=FALSE,bDoColor=(ColorBinding != G_OFF);
|
|
|
|
// We should issue geometry colors only if the scene graph color is off.
|
|
if (get_attribute_into(catt, this)) {
|
|
if (!catt->is_real())
|
|
bDoColor=FALSE; // this turns off any Geom colors
|
|
else {
|
|
ColorBinding=G_OVERALL;
|
|
bDoGlobalSceneGraphColor=TRUE;
|
|
}
|
|
}
|
|
|
|
if (bDoColor || bDoGlobalSceneGraphColor) {
|
|
D3DCOLOR *pOutColor,*pConvertedColorArray;
|
|
Colorf *pInColor=colors;
|
|
pOutColor = pConvertedColorArray = (D3DCOLOR *)_pFvfBufBasePtr;
|
|
|
|
#ifdef _DEBUG
|
|
nassertv( cTotalVerts*sizeof(D3DCOLOR) <= VERT_BUFFER_SIZE);
|
|
#endif
|
|
|
|
fvf_flags |= D3DFVF_DIFFUSE;
|
|
|
|
dps_data.diffuse.lpvData = (VOID*)pConvertedColorArray;
|
|
dps_data.diffuse.dwStride = sizeof(D3DCOLOR);
|
|
|
|
if (ColorBinding==G_PER_VERTEX) {
|
|
NeededShadeMode = D3DSHADE_GOURAUD;
|
|
|
|
if(!_color_transform_required) {
|
|
for (uint i=0;i<cTotalVerts;i++,pInColor++,pOutColor++) {
|
|
*pOutColor = Colorf_to_D3DCOLOR(*pInColor);
|
|
}
|
|
} else {
|
|
for (uint i=0;i<cTotalVerts;i++,pInColor++,pOutColor++) {
|
|
transform_color(*pInColor,*pOutColor);
|
|
}
|
|
}
|
|
} else if (ColorBinding==G_PER_PRIM) {
|
|
// must use tmp array to expand per-prim info to per-vert info
|
|
// eventually want to do this conversion once in retained mode
|
|
// have one color per strip, need 1 color per vert
|
|
|
|
// could save 2 clr writes per strip/fan in flat shade mode but not going to bother here
|
|
|
|
if(!_color_transform_required) {
|
|
for (uint j=0;j<nPrims;j++,pInColor++) {
|
|
D3DCOLOR lastcolr = Colorf_to_D3DCOLOR(*pInColor);
|
|
DWORD cStripLength=pLengthArr[j];
|
|
for (uint i=0;i<cStripLength;i++,pOutColor++) {
|
|
*pOutColor = lastcolr;
|
|
}
|
|
}
|
|
} else {
|
|
for (uint j=0;j<nPrims;j++,pInColor++) {
|
|
D3DCOLOR lastcolr;
|
|
transform_color(*pInColor,lastcolr);
|
|
DWORD cStripLength=pLengthArr[j];
|
|
for (uint i=0;i<cStripLength;i++,pOutColor++) {
|
|
*pOutColor = lastcolr;
|
|
}
|
|
}
|
|
}
|
|
} else if (ColorBinding==G_PER_COMPONENT) {
|
|
// have a color per tri, need a color per vert (2 more than #tris)
|
|
// want to do this conversion once in retained mode
|
|
nassertv(colors.size() >= cTotalVerts-nPrims*cNumMoreVertsthanTris);
|
|
|
|
#define MULTITRI_COLORCOPY_LOOP \
|
|
DWORD cCurStripColorCnt=pLengthArr[j]-cNumMoreVertsthanTris; \
|
|
for (uint i=0;i<cCurStripColorCnt;i++,pInColor++,pOutColor++)
|
|
|
|
#define COLOR_CONVERT_COPY_STMT {*pOutColor = Colorf_to_D3DCOLOR(*pInColor);}
|
|
#define COLOR_CONVERT_XFORM_STMT {transform_color(*pInColor,*pOutColor);}
|
|
|
|
#define COMPONENT_COLOR_COPY_LOOPS(COLOR_COPYSTMT) { \
|
|
if (NeededShadeMode == D3DSHADE_FLAT) { \
|
|
/* FLAT shade mode. for tristrips, skip writing last 2 verts. */ \
|
|
/* for trifans, skip first and last verts */ \
|
|
if (trilisttype==D3DPT_TRIANGLESTRIP) { \
|
|
for (uint j=0;j<nPrims;j++) { \
|
|
MULTITRI_COLORCOPY_LOOP { \
|
|
COLOR_COPYSTMT; \
|
|
} \
|
|
pOutColor+=cNumMoreVertsthanTris; \
|
|
} \
|
|
} else { /* trifan */ \
|
|
for (uint j=0;j<nPrims;j++) { \
|
|
pOutColor++; \
|
|
MULTITRI_COLORCOPY_LOOP { \
|
|
COLOR_COPYSTMT; \
|
|
} \
|
|
pOutColor++; \
|
|
} \
|
|
} \
|
|
} else { /* GOURAUD shademode (due to presence of normals) */ \
|
|
if (trilisttype==D3DPT_TRIANGLESTRIP) { \
|
|
for (uint j=0;j<nPrims;j++) { \
|
|
MULTITRI_COLORCOPY_LOOP { \
|
|
COLOR_COPYSTMT; \
|
|
} \
|
|
DWORD lastcolr = *(pOutColor-1); \
|
|
*pOutColor++ = lastcolr; \
|
|
*pOutColor++ = lastcolr; \
|
|
} \
|
|
} else { /* trifan */ \
|
|
for (uint j=0;j<nPrims;j++) { \
|
|
COLOR_COPYSTMT; \
|
|
pOutColor++; \
|
|
MULTITRI_COLORCOPY_LOOP { \
|
|
COLOR_COPYSTMT; \
|
|
} \
|
|
*pOutColor++ = *(pOutColor-1); \
|
|
} \
|
|
} \
|
|
} \
|
|
}
|
|
|
|
if(!_color_transform_required) {
|
|
COMPONENT_COLOR_COPY_LOOPS(COLOR_CONVERT_COPY_STMT);
|
|
} else {
|
|
COMPONENT_COLOR_COPY_LOOPS(COLOR_CONVERT_XFORM_STMT);
|
|
}
|
|
} else {
|
|
#ifdef _DEBUG
|
|
nassertv(ColorBinding==G_OVERALL);
|
|
#endif
|
|
// copy the one global color in, set stride to 0
|
|
|
|
if(!_color_transform_required) {
|
|
if (bDoGlobalSceneGraphColor) {
|
|
Colorf colr = catt->get_color();
|
|
*pConvertedColorArray = Colorf_to_D3DCOLOR(colr);
|
|
} else {
|
|
*pConvertedColorArray = Colorf_to_D3DCOLOR(*pInColor);
|
|
}
|
|
} else {
|
|
if (bDoGlobalSceneGraphColor) {
|
|
Colorf colr = catt->get_color();
|
|
transform_color(colr,*pConvertedColorArray);
|
|
} else {
|
|
transform_color(*pInColor,*pConvertedColorArray);
|
|
}
|
|
}
|
|
|
|
dps_data.diffuse.dwStride = 0;
|
|
}
|
|
}
|
|
|
|
if ((TexCoordBinding != G_OFF) && _texturing_enabled) {
|
|
|
|
#ifdef _DEBUG
|
|
nassertv(TexCoordBinding == G_PER_VERTEX); // only sensible choice for a tri
|
|
#endif
|
|
|
|
dps_data.textureCoords[0].lpvData = (VOID*)texcoords;
|
|
dps_data.textureCoords[0].dwStride = sizeof(TexCoordf);
|
|
fvf_flags |= (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
|
|
}
|
|
|
|
set_shademode(NeededShadeMode);
|
|
|
|
for (uint j=0;j<nPrims;j++) {
|
|
const uint cCurNumStripVerts = pLengthArr[j];
|
|
|
|
hr = scrn.pD3DDevice->DrawPrimitiveStrided(trilisttype, fvf_flags, &dps_data, cCurNumStripVerts, NULL);
|
|
TestDrawPrimFailure(DrawPrimStrided,hr,scrn.pDD,cCurNumStripVerts,cCurNumStripVerts-2);
|
|
|
|
dps_data.position.lpvData = (VOID*)(((char*) dps_data.position.lpvData) + cCurNumStripVerts*dps_data.position.dwStride);
|
|
dps_data.diffuse.lpvData = (VOID*)(((char*) dps_data.diffuse.lpvData) + cCurNumStripVerts*dps_data.diffuse.dwStride);
|
|
dps_data.normal.lpvData = (VOID*)(((char*) dps_data.normal.lpvData) + cCurNumStripVerts*dps_data.normal.dwStride);
|
|
dps_data.textureCoords[0].lpvData = (VOID*)(((char*) dps_data.textureCoords[0].lpvData) + cCurNumStripVerts*dps_data.textureCoords[0].dwStride);
|
|
}
|
|
|
|
nassertv(_pCurFvfBufPtr == NULL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GenerateSphere()
|
|
// Desc: Makes vertex and index data for ellipsoid w/scaling factors sx,sy,sz
|
|
// tries to match gluSphere behavior
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void DXGraphicsStateGuardian::
|
|
GenerateSphere(void *pVertexSpace,DWORD dwVertSpaceByteSize,
|
|
void *pIndexSpace,DWORD dwIndexSpaceByteSize,
|
|
D3DVECTOR *pCenter, float fRadius,
|
|
DWORD wNumRings, DWORD wNumSections, float sx, float sy, float sz,
|
|
DWORD *pNumVertices,DWORD *pNumIndices,DWORD fvfFlags,DWORD dwVertSize) {
|
|
|
|
float x, y, z, rsintheta;
|
|
D3DVECTOR vPoint;
|
|
|
|
//#define DBG_GENSPHERE
|
|
#define M_PI 3.1415926f // probably should get this from mathNumbers.h instead
|
|
|
|
nassertv(wNumRings>=2 && wNumSections>=2);
|
|
wNumRings--; // wNumRings indicates number of vertex rings (not tri-rings).
|
|
// gluSphere 'stacks' arg for 1 vert ring is 2, so convert to our '1'.
|
|
wNumSections++; // to make us equiv to gluSphere
|
|
|
|
//Figure out needed space for the triangles and vertices.
|
|
DWORD dwNumVertices,dwNumIndices,dwNumTriangles;
|
|
|
|
#define DOTEXTURING (fvfFlags & D3DFVF_TEXCOUNT_MASK)
|
|
#define DONORMAL (fvfFlags & D3DFVF_NORMAL)
|
|
#define DOCOLOR (fvfFlags & D3DFVF_DIFFUSE)
|
|
|
|
if (DOTEXTURING) {
|
|
// if texturing, we need full rings of identical position verts at poles to hold diff texture coords
|
|
wNumRings+=2;
|
|
dwNumVertices = *pNumVertices = wNumRings * wNumSections;
|
|
dwNumTriangles = (wNumRings-1) * wNumSections * 2;
|
|
} else {
|
|
dwNumVertices = *pNumVertices = wNumRings * wNumSections + 2;
|
|
dwNumTriangles = wNumRings*wNumSections*2;
|
|
}
|
|
|
|
dwNumIndices = *pNumIndices = dwNumTriangles*3;
|
|
|
|
D3DVERTEX* pvVertices = (D3DVERTEX*) pVertexSpace;
|
|
WORD *pwIndices = (WORD *) pIndexSpace;
|
|
|
|
nassertv(dwNumVertices*dwVertSize < VERT_BUFFER_SIZE);
|
|
nassertv(dwNumIndices < D3DMAXNUMVERTICES );
|
|
|
|
// Generate vertex at the top point
|
|
D3DVECTOR vTopPoint = *pCenter + D3DVECTOR( 0.0f, +sy*fRadius, 0.0f);
|
|
D3DVECTOR vBotPoint = *pCenter + D3DVECTOR( 0.0f, -sy*fRadius, 0.0f);
|
|
D3DVECTOR vNormal = D3DVECTOR( 0.0f, 1.0f, 0.0f );
|
|
float texCoords[2];
|
|
|
|
nassertv(pVertexSpace==_pCurFvfBufPtr); // add_to_FVFBuf requires this
|
|
|
|
#define ADD_GENSPHERE_VERTEX_TO_BUFFER(VERT) \
|
|
add_to_FVFBuf((void *)&(VERT), sizeof(D3DVECTOR)); \
|
|
if(fvfFlags & D3DFVF_NORMAL) \
|
|
add_to_FVFBuf((void *)&vNormal, sizeof(D3DVECTOR)); \
|
|
if(fvfFlags & D3DFVF_DIFFUSE) \
|
|
add_DWORD_to_FVFBuf(_curD3Dcolor); \
|
|
if(fvfFlags & D3DFVF_TEXCOUNT_MASK) \
|
|
add_to_FVFBuf((void *)texCoords, sizeof(TexCoordf));
|
|
|
|
#ifdef DBG_GENSPHERE
|
|
int nvs_written=0;
|
|
memset(pVertexSpace,0xFF,dwNumVertices*dwVertSize);
|
|
#endif
|
|
|
|
if (! DOTEXTURING) {
|
|
ADD_GENSPHERE_VERTEX_TO_BUFFER(vTopPoint);
|
|
#ifdef DBG_GENSPHERE
|
|
nvs_written++;
|
|
#endif
|
|
}
|
|
|
|
// Generate vertex points for rings
|
|
float inv_radius = 1.0f/fRadius;
|
|
const float reciprocal_PI=1.0f/M_PI;
|
|
const float reciprocal_2PI=1.0f/(2.0*M_PI);
|
|
DWORD i;
|
|
float theta,dtheta;
|
|
|
|
if (DOTEXTURING) {
|
|
// numRings already includes 1st and last rings for this case
|
|
dtheta = (float)(M_PI / (wNumRings-1)); //Angle between each ring (ignore 2 fake rings)
|
|
theta = 0.0f;
|
|
} else {
|
|
dtheta = (float)(M_PI / (wNumRings + 1)); //Angle between each ring
|
|
theta = dtheta;
|
|
}
|
|
float phi,dphi = (float)(2*M_PI / (wNumSections-1)); //Angle between each section
|
|
|
|
for (i = 0; i < wNumRings; i++) {
|
|
float costheta,sintheta,cosphi,sinphi;
|
|
phi = 0.0f;
|
|
|
|
if (DOTEXTURING) {
|
|
texCoords[1] = theta * reciprocal_PI; // v is the same for each ring
|
|
}
|
|
|
|
// could optimize all this sin/cos stuff w/tables
|
|
csincos(theta,&sintheta,&costheta);
|
|
y = fRadius * costheta; // y is the same for each ring
|
|
|
|
rsintheta = fRadius * sintheta;
|
|
|
|
for (DWORD j = 0; j < wNumSections; j++) {
|
|
csincos(phi,&sinphi,&cosphi);
|
|
x = rsintheta * sinphi;
|
|
z = rsintheta * cosphi;
|
|
|
|
#ifdef DBG_GENSPHERE
|
|
nvs_written++;
|
|
#endif
|
|
vPoint = *pCenter + D3DVECTOR( sx*x, sy*y, sz*z );
|
|
|
|
add_to_FVFBuf((void *)&vPoint, sizeof(D3DVECTOR));
|
|
|
|
if (DONORMAL) {
|
|
// this is wrong normal for the non-spherical case (i think you need to multiply by 1/scale factor per component)
|
|
vNormal = Normalize(D3DVECTOR( x*inv_radius, y*inv_radius, z*inv_radius ));
|
|
add_to_FVFBuf((void *)&vNormal, sizeof(D3DVECTOR));
|
|
}
|
|
|
|
if (DOCOLOR)
|
|
add_DWORD_to_FVFBuf(_curD3Dcolor);
|
|
|
|
if (DOTEXTURING) {
|
|
texCoords[0] = 1.0f - phi*reciprocal_2PI;
|
|
add_to_FVFBuf((void *)texCoords, sizeof(TexCoordf));
|
|
}
|
|
|
|
phi += dphi;
|
|
}
|
|
theta += dtheta;
|
|
}
|
|
|
|
if (! DOTEXTURING) {
|
|
// Generate bottom vertex
|
|
vNormal = D3DVECTOR( 0.0f, -1.0f, 0.0f );
|
|
ADD_GENSPHERE_VERTEX_TO_BUFFER(vBotPoint);
|
|
#ifdef DBG_GENSPHERE
|
|
nvs_written++;
|
|
#endif
|
|
}
|
|
|
|
#ifdef DBG_GENSPHERE
|
|
assert(nvs_written == dwNumVertices);
|
|
#endif
|
|
|
|
|
|
#ifdef DBG_GENSPHERE
|
|
memset(pwIndices,0xFF,dwNumIndices*sizeof(WORD));
|
|
#endif
|
|
|
|
// inited for textured case
|
|
DWORD cur_vertring_startidx=0; // first vertex in current ring
|
|
DWORD CurFinalTriIndex = 0; // index of next tri to be written
|
|
|
|
if (! DOTEXTURING) {
|
|
// Generate caps using unique the bot/top vert
|
|
// for non-textured case, could render the caps as indexed trifans,
|
|
// but should be no perf difference b/w indexed trilists and indexed trifans
|
|
// and this has advantage of being aggregable into 1 big DPrim call for whole sphere
|
|
|
|
for (i = 0; i < wNumSections; i++) {
|
|
DWORD TopCapTriIndex=3*i;
|
|
DWORD BotCapTriIndex=3*(dwNumTriangles - wNumSections + i);
|
|
DWORD i_incd = ((i + 1) % wNumSections);
|
|
|
|
pwIndices[TopCapTriIndex++] = 0;
|
|
pwIndices[TopCapTriIndex++] = i + 1;
|
|
pwIndices[TopCapTriIndex] = i_incd + 1;
|
|
|
|
pwIndices[BotCapTriIndex++] = (WORD)( dwNumVertices - 1 );
|
|
pwIndices[BotCapTriIndex++] = (WORD)( dwNumVertices - 2 - i );
|
|
pwIndices[BotCapTriIndex] = (WORD)( dwNumVertices - 2 - i_incd);
|
|
}
|
|
|
|
cur_vertring_startidx = 1; // first vertex in current ring (skip top vert)
|
|
CurFinalTriIndex = wNumSections; // index of tri to be written, wNumSections to skip the top cap row
|
|
}
|
|
|
|
DWORD j_incd,base_index;
|
|
|
|
// technically we could break into a strip for every row (or 1 big strip connected w/degenerate tris)
|
|
// but indexed trilists should actually be just as fast on HW
|
|
|
|
// Generate triangles for the rings
|
|
for (i = 0; i < wNumRings-1; i++) {
|
|
for (DWORD j = 0; j < wNumSections; j++) {
|
|
|
|
base_index=3*CurFinalTriIndex; // final vert index is 3*finaltriindex
|
|
j_incd=(j+1) % wNumSections;
|
|
|
|
DWORD v1_row1_idx,v2_row1_idx,v1_row2_idx,v2_row2_idx;
|
|
|
|
v1_row1_idx = cur_vertring_startidx + j;
|
|
v2_row1_idx = cur_vertring_startidx + j_incd;
|
|
v1_row2_idx = v1_row1_idx + wNumSections;
|
|
v2_row2_idx = v2_row1_idx + wNumSections;
|
|
|
|
#ifdef DBG_GENSPHERE
|
|
assert(v2_row2_idx<dwNumVertices);
|
|
assert(v1_row2_idx<dwNumVertices);
|
|
assert(v2_row1_idx<dwNumVertices);
|
|
assert(v1_row1_idx<dwNumVertices);
|
|
#endif
|
|
|
|
pwIndices[base_index++] = v1_row1_idx;
|
|
pwIndices[base_index++] = v1_row2_idx;
|
|
pwIndices[base_index++] = v2_row2_idx;
|
|
|
|
pwIndices[base_index++] = v1_row1_idx;
|
|
pwIndices[base_index++] = v2_row2_idx;
|
|
pwIndices[base_index++] = v2_row1_idx;
|
|
|
|
CurFinalTriIndex += 2; // we wrote 2 tris, add 2 to finaltriindex
|
|
}
|
|
cur_vertring_startidx += wNumSections;
|
|
}
|
|
|
|
#ifdef DBG_GENSPHERE
|
|
if (DOTEXTURING) {
|
|
assert(CurFinalTriIndex == dwNumTriangles);
|
|
assert(base_index == dwNumIndices);
|
|
} else {
|
|
assert(CurFinalTriIndex == dwNumTriangles-wNumSections);
|
|
assert(base_index == dwNumIndices-wNumSections*3);
|
|
}
|
|
|
|
for (i = 0; i < dwNumIndices; i++)
|
|
assert(pwIndices[i] <dwNumVertices);
|
|
#endif
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_sphere
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_sphere(GeomSphere *geom, GeomContext *gc) {
|
|
|
|
#define SPHERE_NUMSLICES 16
|
|
#define SPHERE_NUMSTACKS 10
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug() << "draw_sphere()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_other_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
int nprims = geom->get_num_prims();
|
|
|
|
if (nprims==0) {
|
|
dxgsg_cat.warning() << "draw_sphere() called with ZERO vertices!!" << endl;
|
|
return;
|
|
}
|
|
|
|
Geom::VertexIterator vi = geom->make_vertex_iterator();
|
|
Geom::ColorIterator ci;
|
|
bool bperPrimColor = (geom->get_binding(G_COLOR) == G_PER_PRIM);
|
|
if (bperPrimColor)
|
|
ci = geom->make_color_iterator();
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
_perComp = 0x0;
|
|
|
|
for (int i = 0; i < nprims; i++) {
|
|
DWORD nVerts,nIndices;
|
|
Vertexf center = geom->get_next_vertex(vi);
|
|
Vertexf edge = geom->get_next_vertex(vi);
|
|
LVector3f v = edge - center;
|
|
float fRadius = sqrt(dot(v, v));
|
|
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
_pCurFvfBufPtr = _pFvfBufBasePtr;
|
|
|
|
if (bperPrimColor) {
|
|
GET_NEXT_COLOR();
|
|
}
|
|
|
|
GenerateSphere(_pCurFvfBufPtr, VERT_BUFFER_SIZE,
|
|
_index_buf, D3DMAXNUMVERTICES,
|
|
(D3DVECTOR *)¢er, fRadius,
|
|
SPHERE_NUMSTACKS, SPHERE_NUMSLICES,
|
|
1.0f, 1.0f, 1.0f, // no scaling factors, do a sphere not ellipsoid
|
|
&nVerts,&nIndices,_curFVFflags,vertex_size);
|
|
|
|
// possible optimization: make DP 1 for all spheres call here, since trilist is independent tris.
|
|
// indexes couldnt start w/0 tho, need to pass offset to gensph
|
|
HRESULT hr = scrn.pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, _curFVFflags, _pFvfBufBasePtr, nVerts, _index_buf,nIndices,NULL);
|
|
TestDrawPrimFailure(DrawIndexedPrim,hr,scrn.pDD,nVerts,(nIndices>>2));
|
|
}
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::prepare_texture
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new retained-mode representation of the
|
|
// given texture, and returns a newly-allocated
|
|
// TextureContext pointer to reference it. It is the
|
|
// responsibility of the calling function to later
|
|
// call release_texture() with this same pointer (which
|
|
// will also delete the pointer).
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureContext *DXGraphicsStateGuardian::
|
|
prepare_texture(Texture *tex) {
|
|
|
|
DXTextureContext *dtc = new DXTextureContext(tex);
|
|
#ifdef WBD_GL_MODE
|
|
glGenTextures(1, >c->_index);
|
|
|
|
bind_texture(gtc);
|
|
glPrioritizeTextures(1, >c->_index, >c->_priority);
|
|
specify_texture(tex);
|
|
apply_texture_immediate(tex);
|
|
#else
|
|
|
|
#ifdef USE_TEXFMTVEC
|
|
if (dtc->CreateTexture(scrn.pD3DDevice,scrn.TexPixFmts,&scrn.D3DDevDesc) == NULL) {
|
|
#else
|
|
if (dtc->CreateTexture(scrn.pD3DDevice,_cNumTexPixFmts,_pTexPixFmts,&scrn.D3DDevDesc) == NULL) {
|
|
#endif
|
|
delete dtc;
|
|
return NULL;
|
|
}
|
|
#endif // WBD_GL_MODE
|
|
|
|
bool inserted = mark_prepared_texture(dtc);
|
|
|
|
// If this assertion fails, the same texture was prepared twice,
|
|
// which shouldn't be possible, since the texture itself should
|
|
// detect this.
|
|
nassertr(inserted, NULL);
|
|
|
|
return dtc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::apply_texture
|
|
// Access: Public, Virtual
|
|
// Description: Makes the texture the currently available texture for
|
|
// rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
apply_texture(TextureContext *tc) {
|
|
if (tc==NULL) {
|
|
return; // use enable_texturing to disable/enable
|
|
}
|
|
#ifdef DO_PSTATS
|
|
add_to_texture_record(tc);
|
|
#endif
|
|
|
|
// bind_texture(tc);
|
|
|
|
// specify_texture(tc->_texture);
|
|
// Note: if this code changes, make sure to change initialization SetTSS code in dx_init as well
|
|
// so DX TSS renderstate matches dxgsg state
|
|
|
|
DXTextureContext *dtc = DCAST(DXTextureContext, tc);
|
|
|
|
int dirty = dtc->get_dirty_flags();
|
|
|
|
if (dirty) {
|
|
// If the texture image has changed, or if its use of mipmaps has
|
|
// changed, we need to re-create the image. Ignore other types of
|
|
// changes, which arent significant for dx
|
|
|
|
if((dirty & (Texture::DF_image | Texture::DF_mipmap)) != 0) {
|
|
// If this is *only* because of a mipmap change, issue a
|
|
// warning--it is likely that this change is the result of an
|
|
// error or oversight.
|
|
if ((dirty & Texture::DF_image) == 0) {
|
|
dxgsg_cat.warning()
|
|
<< "Texture " << *dtc->_texture << " has changed mipmap state.\n";
|
|
}
|
|
|
|
dtc->DeleteTexture();
|
|
#ifdef USE_TEXFMTVEC
|
|
if (dtc->CreateTexture(scrn.pD3DDevice,scrn.TexPixFmts,&scrn.D3DDevDesc) == NULL) {
|
|
#else
|
|
if (dtc->CreateTexture(scrn.pD3DDevice,_cNumTexPixFmts,_pTexPixFmts,&scrn.D3DDevDesc) == NULL) {
|
|
#endif
|
|
// Oops, we can't re-create the texture for some reason.
|
|
dxgsg_cat.error() << "Unable to re-create texture " << *dtc->_texture << endl;
|
|
|
|
release_texture(dtc);
|
|
enable_texturing(false);
|
|
return;
|
|
}
|
|
}
|
|
dtc->clear_dirty_flags();
|
|
} else {
|
|
if(_pCurTexContext == dtc) {
|
|
return; // tex already set (and possible problem in state-sorting?)
|
|
}
|
|
}
|
|
|
|
Texture *tex = tc->_texture;
|
|
Texture::WrapMode wrapU,wrapV;
|
|
wrapU=tex->get_wrapu();
|
|
wrapV=tex->get_wrapv();
|
|
|
|
if (wrapU!=_CurTexWrapModeU) {
|
|
scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU,get_texture_wrap_mode(wrapU));
|
|
_CurTexWrapModeU = wrapU;
|
|
}
|
|
if (wrapV!=_CurTexWrapModeV) {
|
|
scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSV,get_texture_wrap_mode(wrapV));
|
|
_CurTexWrapModeV = wrapV;
|
|
}
|
|
|
|
uint aniso_degree=tex->get_anisotropic_degree();
|
|
Texture::FilterType ft=tex->get_magfilter();
|
|
|
|
if (aniso_degree<=1) {
|
|
if (_CurTexMagFilter!=ft) {
|
|
|
|
_CurTexMagFilter = ft;
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER,(ft==Texture::FT_nearest)? D3DTFG_POINT : D3DTFG_LINEAR);
|
|
#ifdef _DEBUG
|
|
if((ft!=Texture::FT_linear)&&(ft!=Texture::FT_nearest)) {
|
|
dxgsg_cat.error() << "MipMap filter type setting for texture magfilter makes no sense, texture: " << tex->get_name() << "\n";
|
|
}
|
|
#endif
|
|
}
|
|
} else {
|
|
if (aniso_degree!=_CurTexAnisoDegree) {
|
|
_CurTexAnisoDegree = aniso_degree;
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_ANISOTROPIC );
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAXANISOTROPY,aniso_degree);
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
assert(Texture::FT_linear_mipmap_linear < 8);
|
|
#endif
|
|
/*
|
|
enum FilterType {
|
|
FT_nearest,FT_linear,FT_nearest_mipmap_nearest,FT_linear_mipmap_nearest,
|
|
FT_nearest_mipmap_linear, FT_linear_mipmap_linear, };
|
|
*/
|
|
static D3DTEXTUREMINFILTER PandaToD3DMinType[8] =
|
|
{D3DTFN_POINT,D3DTFN_LINEAR,D3DTFN_POINT,D3DTFN_LINEAR,D3DTFN_POINT,D3DTFN_LINEAR};
|
|
static D3DTEXTUREMIPFILTER PandaToD3DMipType[8] =
|
|
{D3DTFP_NONE,D3DTFP_NONE,D3DTFP_POINT,D3DTFP_POINT,D3DTFP_LINEAR,D3DTFP_LINEAR};
|
|
|
|
ft=tex->get_minfilter();
|
|
|
|
if ((ft!=_CurTexMinFilter)||(aniso_degree!=_CurTexAnisoDegree)) {
|
|
|
|
#ifdef _DEBUG
|
|
if(ft > Texture::FT_linear_mipmap_linear) {
|
|
dxgsg_cat.error() << "Unknown tex filter type for tex: " << tex->get_name() << " filter: "<<(DWORD)ft<<"\n";
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
D3DTEXTUREMINFILTER minfilter = PandaToD3DMinType[(DWORD)ft];
|
|
D3DTEXTUREMIPFILTER mipfilter = PandaToD3DMipType[(DWORD)ft];
|
|
|
|
#ifndef NDEBUG
|
|
extern char *PandaFilterNameStrs[];
|
|
if((!(dtc->_bHasMipMaps))&&(mipfilter!=D3DTFP_NONE)) {
|
|
dxgsg_cat.error() << "Trying to set mipmap filtering for texture with no generated mipmaps!! texname[" << tex->get_name() << "], filter("<<PandaFilterNameStrs[ft]<<")\n";
|
|
mipfilter=D3DTFP_NONE;
|
|
}
|
|
#endif
|
|
|
|
if (aniso_degree>1) {
|
|
minfilter=D3DTFN_ANISOTROPIC;
|
|
}
|
|
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, minfilter);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, mipfilter);
|
|
|
|
_CurTexMinFilter = ft;
|
|
_CurTexAnisoDegree = aniso_degree;
|
|
}
|
|
|
|
// bugbug: does this handle the case of untextured geometry?
|
|
// we dont see this bug cause we never mix textured/untextured
|
|
scrn.pD3DDevice->SetTexture(0,dtc->_surface);
|
|
|
|
#if 0
|
|
if (dtc!=NULL) {
|
|
dxgsg_cat.spam() << "Setting active DX texture: " << dtc->_tex->get_name() << "\n";
|
|
}
|
|
#endif
|
|
|
|
_pCurTexContext = dtc; // enable_texturing needs this
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::release_texture
|
|
// Access: Public, Virtual
|
|
// Description: Frees the GL resources previously allocated for the
|
|
// texture.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
release_texture(TextureContext *tc) {
|
|
DXTextureContext *gtc = DCAST(DXTextureContext, tc);
|
|
Texture *tex = tc->_texture;
|
|
|
|
gtc->DeleteTexture();
|
|
bool erased = unmark_prepared_texture(gtc);
|
|
|
|
// If this assertion fails, a texture was released that hadn't been
|
|
// prepared (or a texture was released twice).
|
|
nassertv(erased);
|
|
|
|
tex->clear_gsg(this);
|
|
|
|
delete gtc;
|
|
}
|
|
|
|
#if 1
|
|
|
|
void DXGraphicsStateGuardian::
|
|
copy_texture(TextureContext *tc, const DisplayRegion *dr) {
|
|
dxgsg_cat.fatal() << "DX copy_texture unimplemented!!!";
|
|
}
|
|
|
|
#else
|
|
static int logs[] = { 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048,
|
|
4096, 0};
|
|
|
|
// This function returns the smallest power of two greater than or
|
|
// equal to x.
|
|
static int binary_log_cap(const int x) {
|
|
int i = 0;
|
|
for (; (x > logs[i]) && (logs[i] != 0); ++i);
|
|
if (logs[i] == 0)
|
|
return 4096;
|
|
return logs[i];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::copy_texture
|
|
// Access: Public, Virtual
|
|
// Description: Copy the pixel region indicated by the display
|
|
// region from the framebuffer into texture memory
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
copy_texture(TextureContext *tc, const DisplayRegion *dr) {
|
|
|
|
nassertv(tc != NULL && dr != NULL);
|
|
|
|
Texture *tex = tc->_texture;
|
|
|
|
// Determine the size of the grab from the given display region
|
|
// If the requested region is not a power of two, grab a region that is
|
|
// a power of two that contains the requested region
|
|
int xo, yo, req_w, req_h;
|
|
dr->get_region_pixels(xo, yo, req_w, req_h);
|
|
int w = binary_log_cap(req_w);
|
|
int h = binary_log_cap(req_h);
|
|
if (w != req_w || h != req_h) {
|
|
tex->_requested_w = req_w;
|
|
tex->_requested_h = req_h;
|
|
tex->_has_requested_size = true;
|
|
}
|
|
|
|
PixelBuffer *pb = tex->_pbuffer;
|
|
|
|
pb->set_xorg(xo);
|
|
pb->set_yorg(yo);
|
|
pb->set_xsize(w);
|
|
pb->set_ysize(h);
|
|
|
|
|
|
bind_texture(tc);
|
|
glCopyTexImage2D( GL_TEXTURE_2D, tex->get_level(),
|
|
get_internal_image_format(pb->get_format()),
|
|
pb->get_xorg(), pb->get_yorg(),
|
|
pb->get_xsize(), pb->get_ysize(), pb->get_border() );
|
|
}
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::copy_texture
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
copy_texture(TextureContext *tc, const DisplayRegion *dr, const RenderBuffer &rb) {
|
|
dxgsg_cat.fatal() << "DX copy_texture unimplemented!!!";
|
|
return;
|
|
|
|
set_read_buffer(rb);
|
|
copy_texture(tc, dr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_texture
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_texture(TextureContext *tc, const DisplayRegion *dr) {
|
|
|
|
dxgsg_cat.fatal() << "DXGSG draw_texture unimplemented!!!";
|
|
return;
|
|
|
|
nassertv(tc != NULL && dr != NULL);
|
|
|
|
#ifdef WBD_GL_MODE
|
|
Texture *tex = tc->_texture;
|
|
|
|
DisplayRegionStack old_dr = push_display_region(dr);
|
|
prepare_display_region();
|
|
|
|
NodeTransitions state;
|
|
CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_none);
|
|
DepthTestTransition *dta = new DepthTestTransition(DepthTestProperty::M_none);
|
|
DepthWriteTransition *dwa = new DepthWriteTransition(DepthWriteTransition::off());
|
|
TextureTransition *ta = new TextureTransition(tex);
|
|
TextureApplyTransition *taa = new TextureApplyTransition(TextureApplyProperty::M_decal);
|
|
|
|
state.set_transition(new ColorMaskTransition);
|
|
state.set_transition(new RenderModeTransition);
|
|
state.set_transition(new TexMatrixTransition);
|
|
state.set_transition(new TransformTransition);
|
|
state.set_transition(new ColorBlendTransition);
|
|
state.set_transition(cfa);
|
|
state.set_transition(dta);
|
|
state.set_transition(dwa);
|
|
state.set_transition(ta);
|
|
state.set_transition(taa);
|
|
modify_state(state);
|
|
|
|
// We set up an orthographic projection that defines our entire
|
|
// viewport to the range [0..1] in both dimensions. Then, when we
|
|
// create a unit square polygon below, it will exactly fill the
|
|
// viewport (and thus exactly fill the display region).
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
gluOrtho2D(0, 1, 0, 1);
|
|
|
|
float txl, txr, tyt, tyb;
|
|
txl = tyb = 0.;
|
|
if (tex->_has_requested_size) {
|
|
txr = ((float)(tex->_requested_w)) / ((float)(tex->_pbuffer->get_xsize()));
|
|
tyt = ((float)(tex->_requested_h)) / ((float)(tex->_pbuffer->get_ysize()));
|
|
} else {
|
|
txr = tyt = 1.;
|
|
}
|
|
|
|
// This two-triangle strip is actually a quad. But it's usually
|
|
// better to render quads as tristrips anyway.
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glTexCoord2f(txl, tyb); glVertex2i(0, 0);
|
|
glTexCoord2f(txr, tyb); glVertex2i(1, 0);
|
|
glTexCoord2f(txl, tyt); glVertex2i(0, 1);
|
|
glTexCoord2f(txr, tyt); glVertex2i(1, 1);
|
|
glEnd();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
pop_display_region(old_dr);
|
|
#endif // WBD_GL_MODE
|
|
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_texture
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_texture(TextureContext *tc, const DisplayRegion *dr, const RenderBuffer &rb) {
|
|
dxgsg_cat.fatal() << "DXGSG draw_texture unimplemented!!!";
|
|
return;
|
|
|
|
set_draw_buffer(rb);
|
|
draw_texture(tc, dr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::texture_to_pixel_buffer
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb) {
|
|
nassertv(tc != NULL && pb != NULL);
|
|
|
|
Texture *tex = tc->_texture;
|
|
|
|
int w = tex->_pbuffer->get_xsize();
|
|
int h = tex->_pbuffer->get_ysize();
|
|
|
|
PT(DisplayRegion) dr = _win->make_scratch_display_region(w, h);
|
|
|
|
FrameBufferStack old_fb = push_frame_buffer
|
|
(get_render_buffer(RenderBuffer::T_back | RenderBuffer::T_depth),
|
|
dr);
|
|
|
|
texture_to_pixel_buffer(tc, pb, dr);
|
|
|
|
pop_frame_buffer(old_fb);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::texture_to_pixel_buffer
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb,
|
|
const DisplayRegion *dr) {
|
|
nassertv(tc != NULL && pb != NULL && dr != NULL);
|
|
|
|
Texture *tex = tc->_texture;
|
|
|
|
// Do a deep copy to initialize the pixel buffer
|
|
pb->copy(tex->_pbuffer);
|
|
|
|
// If the image was empty, we need to render the texture into the frame
|
|
// buffer and then copy the results into the pixel buffer's image
|
|
if (pb->_image.empty()) {
|
|
int w = pb->get_xsize();
|
|
int h = pb->get_ysize();
|
|
draw_texture(tc, dr);
|
|
pb->_image = PTA_uchar::empty_array(w * h * pb->get_num_components());
|
|
copy_pixel_buffer(pb, dr);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::copy_pixel_buffer
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr) {
|
|
|
|
extern HRESULT ConvertDDSurftoPixBuf(PixelBuffer *pixbuf,LPDIRECTDRAWSURFACE7 pDDSurf);
|
|
|
|
nassertv(pb != NULL && dr != NULL);
|
|
|
|
int xo, yo, w, h;
|
|
dr->get_region_pixels(xo, yo, w, h);
|
|
|
|
// only handled simple case
|
|
nassertv(xo==0);
|
|
nassertv(yo==0);
|
|
nassertv(w==pb->get_xsize());
|
|
nassertv(h==pb->get_ysize());
|
|
|
|
/*
|
|
set_pack_alignment(1);
|
|
glReadPixels( pb->get_xorg() + xo, pb->get_yorg() + yo,
|
|
pb->get_xsize(), pb->get_ysize(),
|
|
get_external_image_format(pb->get_format()),
|
|
get_image_type(pb->get_image_type()),
|
|
pb->_image.p() );
|
|
*/
|
|
|
|
|
|
(void) ConvertDDSurftoPixBuf(pb,((_cur_read_pixel_buffer & RenderBuffer::T_back) ? scrn.pddsBack : scrn.pddsPrimary));
|
|
|
|
nassertv(!pb->_image.empty());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::copy_pixel_buffer
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
|
|
const RenderBuffer &rb) {
|
|
set_read_buffer(rb);
|
|
copy_pixel_buffer(pb, dr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_pixel_buffer
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
|
|
const NodeTransitions& na) {
|
|
|
|
dxgsg_cat.fatal() << "DXGSG draw_pixel_buffer unimplemented!!!";
|
|
return;
|
|
|
|
#ifdef WBD_GL_MODE
|
|
nassertv(pb != NULL && dr != NULL);
|
|
nassertv(!pb->_image.empty());
|
|
|
|
DisplayRegionStack old_dr = push_display_region(dr);
|
|
prepare_display_region();
|
|
|
|
NodeTransitions state(na);
|
|
state.set_transition(new TextureTransition);
|
|
state.set_transition(new TransformTransition);
|
|
state.set_transition(new ColorBlendTransition);
|
|
state.set_transition(new StencilTransition);
|
|
|
|
|
|
switch (pb->get_format()) {
|
|
case PixelBuffer::F_depth_component:
|
|
{
|
|
ColorMaskTransition *cma = new ColorMaskTransition(0);
|
|
DepthTestTransition *dta = new DepthTestTransition(DepthTestProperty::M_always);
|
|
DepthWriteTransition *dwa = new DepthWriteTransition(DepthWriteTransition::off());
|
|
state.set_transition(cma);
|
|
state.set_transition(dta);
|
|
state.set_transition(dwa);
|
|
}
|
|
break;
|
|
|
|
case PixelBuffer::F_rgb:
|
|
case PixelBuffer::F_rgb5:
|
|
case PixelBuffer::F_rgb8:
|
|
case PixelBuffer::F_rgb12:
|
|
case PixelBuffer::F_rgba:
|
|
case PixelBuffer::F_rgba4:
|
|
case PixelBuffer::F_rgba8:
|
|
case PixelBuffer::F_rgba12:
|
|
{
|
|
ColorMaskTransition *cma = new ColorMaskTransition;
|
|
DepthTestTransition *dta = new DepthTestTransition(DepthTestProperty::M_none);
|
|
DepthWriteTransition *dwa = new DepthWriteTransition(DepthWriteTransition::off());
|
|
state.set_transition(cma);
|
|
state.set_transition(dta);
|
|
state.set_transition(dwa);
|
|
}
|
|
break;
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "draw_pixel_buffer(): unknown buffer format" << endl;
|
|
break;
|
|
}
|
|
|
|
modify_state(state);
|
|
|
|
enable_color_material(false);
|
|
set_unpack_alignment(1);
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
gluOrtho2D(0, _win->get_width(),
|
|
0, _win->get_height());
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "glDrawPixels(" << pb->get_xsize() << ", " << pb->get_ysize()
|
|
<< ", ";
|
|
switch (get_external_image_format(pb->get_format())) {
|
|
case GL_DEPTH_COMPONENT:
|
|
dxgsg_cat.debug(false) << "GL_DEPTH_COMPONENT, ";
|
|
break;
|
|
case GL_RGB:
|
|
dxgsg_cat.debug(false) << "GL_RGB, ";
|
|
break;
|
|
case GL_RGBA:
|
|
dxgsg_cat.debug(false) << "GL_RGBA, ";
|
|
break;
|
|
default:
|
|
dxgsg_cat.debug(false) << "unknown, ";
|
|
break;
|
|
}
|
|
switch (get_image_type(pb->get_image_type())) {
|
|
case GL_UNSIGNED_BYTE:
|
|
dxgsg_cat.debug(false) << "GL_UNSIGNED_BYTE, ";
|
|
break;
|
|
case GL_float:
|
|
dxgsg_cat.debug(false) << "GL_float, ";
|
|
break;
|
|
default:
|
|
dxgsg_cat.debug(false) << "unknown, ";
|
|
break;
|
|
}
|
|
dxgsg_cat.debug(false)
|
|
<< (void *)pb->_image.p() << ")" << endl;
|
|
#endif
|
|
|
|
glRasterPos2i( pb->get_xorg(), pb->get_yorg() );
|
|
glDrawPixels( pb->get_xsize(), pb->get_ysize(),
|
|
get_external_image_format(pb->get_format()),
|
|
get_image_type(pb->get_image_type()),
|
|
pb->_image.p() );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPopMatrix();
|
|
|
|
pop_display_region(old_dr);
|
|
#endif // WBD_GL_MODE
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_pixel_buffer
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
|
|
const RenderBuffer &rb, const NodeTransitions& na) {
|
|
set_read_buffer(rb);
|
|
draw_pixel_buffer(pb, dr, na);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::apply_material
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::apply_material( const Material* material ) {
|
|
D3DMATERIAL7 cur_material;
|
|
cur_material.dcvDiffuse = *(D3DCOLORVALUE *)(material->get_diffuse().get_data());
|
|
cur_material.dcvAmbient = *(D3DCOLORVALUE *)(material->get_ambient().get_data());
|
|
cur_material.dcvSpecular = *(D3DCOLORVALUE *)(material->get_specular().get_data());
|
|
cur_material.dcvEmissive = *(D3DCOLORVALUE *)(material->get_emission().get_data());
|
|
cur_material.dvPower = material->get_shininess();
|
|
scrn.pD3DDevice->SetMaterial(&cur_material);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::apply_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
apply_fog(Fog *fog) {
|
|
|
|
if(_doFogType==None)
|
|
return;
|
|
|
|
Fog::Mode panda_fogmode = fog->get_mode();
|
|
D3DFOGMODE d3dfogmode = get_fog_mode_type(panda_fogmode);
|
|
|
|
|
|
// should probably avoid doing redundant SetRenderStates, but whatever
|
|
scrn.pD3DDevice->SetRenderState((D3DRENDERSTATETYPE)_doFogType, d3dfogmode);
|
|
|
|
const Colorf &fog_colr = fog->get_color();
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR,
|
|
MY_D3DRGBA(fog_colr[0], fog_colr[1], fog_colr[2], 0.0f)); // Alpha bits are not used
|
|
|
|
// do we need to adjust fog start/end values based on D3DPRASTERCAPS_WFOG/D3DPRASTERCAPS_ZFOG ?
|
|
// if not WFOG, then docs say we need to adjust values to range [0,1]
|
|
|
|
switch (panda_fogmode) {
|
|
case Fog::M_linear:
|
|
{
|
|
// Linear fog may be world-relative or
|
|
// camera-relative. The fog object knows how to
|
|
// decode its parameters into camera-relative
|
|
// properties.
|
|
float fog_start, fog_end;
|
|
fog->compute_linear_range(fog_start, fog_end,
|
|
_current_camera,
|
|
_coordinate_system);
|
|
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_FOGSTART,
|
|
*((LPDWORD) (&fog_start)) );
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_FOGEND,
|
|
*((LPDWORD) (&fog_end)) );
|
|
}
|
|
break;
|
|
case Fog::M_exponential:
|
|
case Fog::M_exponential_squared:
|
|
{
|
|
// Exponential fog is always camera-relative.
|
|
float fog_density = fog->get_exp_density();
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_FOGDENSITY,
|
|
*((LPDWORD) (&fog_density)) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::apply_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
apply_fog(qpFog *fog) {
|
|
if(_doFogType==None)
|
|
return;
|
|
|
|
qpFog::Mode panda_fogmode = fog->get_mode();
|
|
D3DFOGMODE d3dfogmode = get_fog_mode_type(panda_fogmode);
|
|
|
|
|
|
// should probably avoid doing redundant SetRenderStates, but whatever
|
|
scrn.pD3DDevice->SetRenderState((D3DRENDERSTATETYPE)_doFogType, d3dfogmode);
|
|
|
|
const Colorf &fog_colr = fog->get_color();
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR,
|
|
MY_D3DRGBA(fog_colr[0], fog_colr[1], fog_colr[2], 0.0f)); // Alpha bits are not used
|
|
|
|
// do we need to adjust fog start/end values based on D3DPRASTERCAPS_WFOG/D3DPRASTERCAPS_ZFOG ?
|
|
// if not WFOG, then docs say we need to adjust values to range [0,1]
|
|
|
|
switch (panda_fogmode) {
|
|
case qpFog::M_linear:
|
|
{
|
|
float onset, opaque;
|
|
fog->get_linear_range(onset, opaque);
|
|
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_FOGSTART,
|
|
*((LPDWORD) (&onset)) );
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_FOGEND,
|
|
*((LPDWORD) (&opaque)) );
|
|
}
|
|
break;
|
|
case qpFog::M_exponential:
|
|
case qpFog::M_exponential_squared:
|
|
{
|
|
// Exponential fog is always camera-relative.
|
|
float fog_density = fog->get_exp_density();
|
|
scrn.pD3DDevice->SetRenderState( D3DRENDERSTATE_FOGDENSITY,
|
|
*((LPDWORD) (&fog_density)) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_transform
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_transform(const TransformTransition *attrib) {
|
|
scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD/*VIEW*/,
|
|
(LPD3DMATRIX) attrib->get_matrix().get_data());
|
|
_bTransformIssued = true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_matrix
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_tex_matrix(const TexMatrixTransition *attrib) {
|
|
dxgsg_cat.fatal() << "DXGSG issue_tex_matrix unimplemented!!!";
|
|
return;
|
|
|
|
#ifdef WBD_GL_MODE
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "glLoadMatrix(GL_TEXTURE): " << attrib->get_matrix() << endl;
|
|
#endif
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadMatrixf(attrib->get_matrix().get_data());
|
|
#else
|
|
scrn.pD3DDevice->SetTransform( D3DTRANSFORMSTATE_TEXTURE0,
|
|
(LPD3DMATRIX)attrib->get_matrix().get_data());
|
|
#endif // WBD_GL_MODE
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_color
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_color(const ColorTransition *attrib) {
|
|
|
|
bool bAttribOn=attrib->is_on();
|
|
bool bIsReal = (bAttribOn ? attrib->is_real() : false);
|
|
|
|
_has_scene_graph_color = bAttribOn;
|
|
|
|
if(bAttribOn && bIsReal) {
|
|
_scene_graph_color = attrib->get_color();
|
|
_scene_graph_color_stale = true;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_color_transform
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_color_transform(const ColorMatrixTransition *attrib) {
|
|
_current_color_mat = attrib->get_matrix();
|
|
|
|
// couldnt we compare a single ptr instead of doing full comparison?
|
|
// bugbug: the ColorMatrixTransition needs to be an On/Off transition
|
|
// so we dont have to do this comparison
|
|
if (_current_color_mat == LMatrix4f::ident_mat()) {
|
|
_color_transform_enabled = false;
|
|
|
|
} else {
|
|
_color_transform_enabled = true;
|
|
}
|
|
_scene_graph_color_stale = _has_scene_graph_color;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_alpha_transform
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_alpha_transform(const AlphaTransformTransition *attrib) {
|
|
_current_alpha_offset = attrib->get_offset();
|
|
_current_alpha_scale = attrib->get_scale();
|
|
|
|
if ((_current_alpha_offset == 0.0f) && (_current_alpha_scale == 1.0f)) {
|
|
_alpha_transform_enabled = false;
|
|
} else {
|
|
_alpha_transform_enabled = true;
|
|
}
|
|
_scene_graph_color_stale = _has_scene_graph_color;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_texture
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_texture(const TextureTransition *attrib) {
|
|
if (attrib->is_on()) {
|
|
enable_texturing(true);
|
|
Texture *tex = attrib->get_texture();
|
|
nassertv(tex != (Texture *)NULL);
|
|
tex->apply(this);
|
|
} else {
|
|
enable_texturing(false);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_tex_gen
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_tex_gen(const TexGenTransition *attrib) {
|
|
dxgsg_cat.fatal() << "DXGSG issue_tex_gen unimplemented!!!";
|
|
return;
|
|
#ifdef WBD_GL_MODE
|
|
TexGenProperty::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case TexGenProperty::M_none:
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_Q);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
break;
|
|
|
|
case TexGenProperty::M_texture_projector:
|
|
{
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glEnable(GL_TEXTURE_GEN_Q);
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
const LMatrix4f &plane = attrib->get_plane();
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane.get_row(0).get_data());
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane.get_row(1).get_data());
|
|
glTexGenfv(GL_R, GL_OBJECT_PLANE, plane.get_row(2).get_data());
|
|
glTexGenfv(GL_Q, GL_OBJECT_PLANE, plane.get_row(3).get_data());
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
}
|
|
break;
|
|
|
|
case TexGenProperty::M_sphere_map:
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_Q);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
break;
|
|
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "Unknown texgen mode " << (int)mode << endl;
|
|
break;
|
|
}
|
|
#endif // WBD_GL_MODE
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_material
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_material(const MaterialTransition *attrib) {
|
|
if (attrib->is_on()) {
|
|
const Material *material = attrib->get_material();
|
|
nassertv(material != (const Material *)NULL);
|
|
apply_material(material);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_fog(const FogTransition *attrib) {
|
|
|
|
if (attrib->is_on()) {
|
|
enable_fog(true);
|
|
Fog *fog = attrib->get_fog();
|
|
nassertv(fog != (Fog *)NULL);
|
|
fog->apply(this);
|
|
} else {
|
|
enable_fog(false);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_render_mode
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_render_mode(const RenderModeTransition *attrib) {
|
|
|
|
RenderModeProperty::Mode mode = attrib->get_mode();
|
|
|
|
if(mode==_current_fill_mode)
|
|
return;
|
|
|
|
switch (mode) {
|
|
case RenderModeProperty::M_filled:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID);
|
|
break;
|
|
|
|
case RenderModeProperty::M_wireframe:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_WIREFRAME);
|
|
break;
|
|
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "Unknown render mode " << (int)mode << endl;
|
|
}
|
|
|
|
_current_fill_mode = mode;
|
|
}
|
|
|
|
/*
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::reset_ambient
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
reset_ambient() {
|
|
_lmodel_ambient += 2.0f;
|
|
}
|
|
*/
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_color_blend //
|
|
// Access: Public, Virtual //
|
|
// Description: //
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_color_blend(const ColorBlendTransition *attrib) {
|
|
|
|
ColorBlendProperty::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case ColorBlendProperty::M_none:
|
|
enable_blend(false);
|
|
break;
|
|
case ColorBlendProperty::M_multiply:
|
|
enable_blend(true);
|
|
call_dxBlendFunc(D3DBLEND_DESTCOLOR, D3DBLEND_ZERO);
|
|
break;
|
|
case ColorBlendProperty::M_add:
|
|
enable_blend(true);
|
|
call_dxBlendFunc(D3DBLEND_ONE, D3DBLEND_ONE);
|
|
break;
|
|
case ColorBlendProperty::M_multiply_add:
|
|
enable_blend(true);
|
|
call_dxBlendFunc(D3DBLEND_DESTCOLOR, D3DBLEND_ONE);
|
|
break;
|
|
case ColorBlendProperty::M_alpha:
|
|
enable_blend(true);
|
|
call_dxBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
break;
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "Unknown color blend mode " << (int)mode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void DXGraphicsStateGuardian::SetTextureBlendMode(TextureApplyProperty::Mode TexBlendMode,bool bCanJustEnable) {
|
|
|
|
/*class TextureApplyProperty {
|
|
enum Mode {
|
|
M_modulate,M_decal,M_blend,M_replace,M_add};
|
|
*/
|
|
static D3DTEXTUREOP TexBlendColorOp1[/* TextureApplyProperty::Mode maxval*/ 10] =
|
|
{D3DTOP_MODULATE,D3DTOP_BLENDTEXTUREALPHA,D3DTOP_MODULATE,D3DTOP_SELECTARG1,D3DTOP_ADD};
|
|
|
|
//if bCanJustEnable, then we only need to make sure ColorOp is turned on and set properly
|
|
if (bCanJustEnable && (TexBlendMode==_CurTexBlendMode)) {
|
|
// just reset COLOROP 0 to enable pipeline, rest is already set properly
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, TexBlendColorOp1[TexBlendMode] );
|
|
return;
|
|
}
|
|
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, TexBlendColorOp1[TexBlendMode] );
|
|
|
|
switch (TexBlendMode) {
|
|
|
|
case TextureApplyProperty::M_modulate:
|
|
// emulates GL_MODULATE glTexEnv mode
|
|
// want to multiply tex-color*pixel color to emulate GL modulate blend (see glTexEnv)
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
break;
|
|
case TextureApplyProperty::M_decal:
|
|
// emulates GL_DECAL glTexEnv mode
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
|
|
break;
|
|
case TextureApplyProperty::M_replace:
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
break;
|
|
case TextureApplyProperty::M_add:
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
// since I'm making up 'add' mode, use modulate. "adding" alpha never makes sense right?
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
break;
|
|
case TextureApplyProperty::M_blend:
|
|
dxgsg_cat.error()
|
|
<< "Impossible to emulate GL_BLEND in DX exactly " << (int) TexBlendMode << endl;
|
|
/*
|
|
// emulate GL_BLEND glTexEnv
|
|
|
|
GL requires 2 independent operations on 3 input vars for this mode
|
|
DX texture pipeline requires re-using input of last stage on each new op, so I dont think
|
|
exact emulation is possible
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
need to SetTexture(1,tex) also
|
|
scrn.pD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); wrong
|
|
scrn.pD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
scrn.pD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_TFACTOR );
|
|
|
|
scrn.pD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
scrn.pD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_CURRENT );
|
|
*/
|
|
|
|
|
|
break;
|
|
default:
|
|
dxgsg_cat.error() << "Unknown texture blend mode " << (int) TexBlendMode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::enable_texturing
|
|
// Access:
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void DXGraphicsStateGuardian::
|
|
enable_texturing(bool val) {
|
|
// if (_texturing_enabled == val) { // this check is mostly for internal gsg calls, panda already screens out redundant state changes
|
|
// return;
|
|
// }
|
|
|
|
_texturing_enabled = val;
|
|
|
|
// assert(_pCurTexContext!=NULL); we're definitely called with it NULL for both true and false
|
|
// I'm going to allow enabling texturing even if no tex has been set yet, seems to cause no probs
|
|
|
|
if (val == FALSE) {
|
|
scrn.pD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_DISABLE);
|
|
} else {
|
|
SetTextureBlendMode(_CurTexBlendMode,TRUE);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_texture_apply
|
|
// Access: Public, Virtual
|
|
// Description: handles texture transition (i.e. filter modes, etc) changes
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_texture_apply(const TextureApplyTransition *attrib) {
|
|
|
|
_CurTexBlendMode = attrib->get_mode();
|
|
|
|
if (!_texturing_enabled) {
|
|
return;
|
|
}
|
|
|
|
SetTextureBlendMode(_CurTexBlendMode,FALSE);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_color_mask
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_color_mask(const ColorMaskTransition *attrib) {
|
|
dxgsg_cat.fatal() << "DXGSG issue_color_mask unimplemented (not implementable on DX7, need DX8)!!!";
|
|
// because PLANEMASK renderstate has inconsistent to poor driver support on dx6 and before, and is
|
|
// explicitly disabled on dx7
|
|
return;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_depth_test
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_depth_test(const DepthTestTransition *attrib) {
|
|
DepthTestProperty::Mode mode = attrib->get_mode();
|
|
|
|
// no cache check since we dont store ZFUNC along w/bool val
|
|
|
|
if (mode == DepthTestProperty::M_none) {
|
|
_depth_test_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
|
|
} else {
|
|
_depth_test_enabled = true;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, get_depth_func_type(mode));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_stencil
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_stencil(const StencilTransition *attrib) {
|
|
|
|
StencilProperty::Mode mode = attrib->get_mode();
|
|
|
|
if (mode == StencilProperty::M_none) {
|
|
enable_stencil_test(false);
|
|
} else {
|
|
enable_stencil_test(true);
|
|
D3DSTENCILOP pass_op = get_stencil_action_type(attrib->get_pass_action());
|
|
D3DSTENCILOP fail_op = get_stencil_action_type(attrib->get_fail_action());
|
|
D3DSTENCILOP zfail_op = get_stencil_action_type(attrib->get_zfail_action());
|
|
|
|
#ifdef _DEBUG
|
|
if(!(scrn.D3DDevDesc.dwStencilCaps & (1<<(pass_op-1)))) {
|
|
dxgsg_cat.warning() << "driver doesnt support pass stencil operation: " << pass_op << endl;
|
|
}
|
|
if(!(scrn.D3DDevDesc.dwStencilCaps & (1<<(fail_op-1)))) {
|
|
dxgsg_cat.warning() << "driver doesnt support fail stencil operation: " << fail_op << endl;
|
|
}
|
|
if(!(scrn.D3DDevDesc.dwStencilCaps & (1<<(zfail_op-1)))) {
|
|
dxgsg_cat.warning() << "driver doesnt support zfail stencil operation: " << zfail_op << endl;
|
|
}
|
|
#endif
|
|
// TODO: need to cache all these
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, get_stencil_func_type(mode));
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, pass_op);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, fail_op);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, zfail_op);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, attrib->get_reference_value());
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, attrib->get_func_mask());
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, attrib->get_write_mask());
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_cull_transition
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_cull_face(const CullFaceTransition *attrib) {
|
|
|
|
#ifndef NDEBUG
|
|
if(dx_force_backface_culling!=0) {
|
|
return; // leave as initially set
|
|
}
|
|
#endif
|
|
|
|
CullFaceProperty::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case CullFaceProperty::M_cull_none:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
|
|
break;
|
|
case CullFaceProperty::M_cull_clockwise:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
|
|
break;
|
|
case CullFaceProperty::M_cull_counter_clockwise:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
|
|
break;
|
|
case CullFaceProperty::M_cull_all:
|
|
dxgsg_cat.warning() << "M_cull_all is invalid for DX GSG renderer, using CULL_CCW \n";
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
|
|
break;
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "invalid cull face mode " << (int)mode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_clip_plane
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_clip_plane(const ClipPlaneTransition *attrib) {
|
|
nassertv(attrib->get_default_dir() != TD_on);
|
|
|
|
// Initialize the currently enabled clip plane list
|
|
int i;
|
|
for (i = 0; i < _max_clip_planes; i++)
|
|
_cur_clip_plane_enabled[i] = false;
|
|
|
|
int num_enabled = 0;
|
|
ClipPlaneTransition::const_iterator pi;
|
|
for (pi = attrib->begin(); pi != attrib->end(); ++pi) {
|
|
PlaneNode *plane_node;
|
|
DCAST_INTO_V(plane_node, (*pi).first);
|
|
nassertv(plane_node != (PlaneNode *)NULL);
|
|
TransitionDirection dir = (*pi).second;
|
|
|
|
if (dir == TD_on) {
|
|
_cur_clip_plane_id = -1;
|
|
num_enabled++;
|
|
|
|
// Check to see if this clip plane has already been bound to an id
|
|
for (i = 0; i < _max_clip_planes; i++) {
|
|
if (_available_clip_plane_ids[i] == plane_node) {
|
|
// Clip plane has already been bound to an id, we only need
|
|
// to enable the clip plane, not apply it
|
|
_cur_clip_plane_id = -2;
|
|
enable_clip_plane(i, true);
|
|
_cur_clip_plane_enabled[i] = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// See if there are any unbound clip plane ids
|
|
if (_cur_clip_plane_id == -1) {
|
|
for (i = 0; i < _max_clip_planes; i++) {
|
|
if (_available_clip_plane_ids[i] == NULL) {
|
|
_available_clip_plane_ids[i] = plane_node;
|
|
_cur_clip_plane_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If there were no unbound clip plane ids, see if we can replace
|
|
// a currently unused but previously bound id
|
|
if (_cur_clip_plane_id == -1) {
|
|
for (i = 0; i < _max_clip_planes; i++) {
|
|
if (attrib->is_off(_available_clip_plane_ids[i])) {
|
|
_available_clip_plane_ids[i] = plane_node;
|
|
_cur_clip_plane_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_cur_clip_plane_id >= 0) {
|
|
enable_clip_plane(_cur_clip_plane_id, true);
|
|
_cur_clip_plane_enabled[_cur_clip_plane_id] = true;
|
|
const Planef clip_plane = plane_node->get_plane();
|
|
|
|
D3DVALUE equation[4];
|
|
equation[0] = clip_plane._a;
|
|
equation[1] = clip_plane._b;
|
|
equation[2] = clip_plane._c;
|
|
equation[3] = clip_plane._d;
|
|
scrn.pD3DDevice->SetClipPlane(_cur_clip_plane_id, equation);
|
|
|
|
} else if (_cur_clip_plane_id == -1) {
|
|
dxgsg_cat.error()
|
|
<< "issue_clip_plane() - failed to bind clip plane to id" << endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Disable all unused clip planes
|
|
for (i = 0; i < _max_clip_planes; i++) {
|
|
if (!_cur_clip_plane_enabled[i])
|
|
enable_clip_plane(i, false);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_transparency
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_transparency(const TransparencyTransition *attrib ) {
|
|
|
|
TransparencyProperty::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case TransparencyProperty::M_none:
|
|
// enable_multisample_alpha_one(false);
|
|
// enable_multisample_alpha_mask(false);
|
|
enable_blend(false);
|
|
enable_alpha_test(false);
|
|
break;
|
|
case TransparencyProperty::M_alpha:
|
|
case TransparencyProperty::M_alpha_sorted:
|
|
// Should we really have an "alpha" and an "alpha_sorted" mode,
|
|
// like Performer does? (The difference is that "alpha" is with
|
|
// the write to the depth buffer disabled.) Or should we just use
|
|
// the separate depth write transition to control this? Doing it
|
|
// implicitly requires a bit more logic here and in the state
|
|
// management; for now we require the user to explicitly turn off
|
|
// the depth write.
|
|
// enable_multisample_alpha_one(false);
|
|
// enable_multisample_alpha_mask(false);
|
|
enable_blend(true);
|
|
enable_alpha_test(false);
|
|
call_dxBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
break;
|
|
case TransparencyProperty::M_multisample:
|
|
// enable_multisample_alpha_one(true);
|
|
// enable_multisample_alpha_mask(true);
|
|
enable_blend(false);
|
|
enable_alpha_test(false);
|
|
break;
|
|
case TransparencyProperty::M_multisample_mask:
|
|
// enable_multisample_alpha_one(false);
|
|
// enable_multisample_alpha_mask(true);
|
|
enable_blend(false);
|
|
enable_alpha_test(false);
|
|
break;
|
|
case TransparencyProperty::M_binary:
|
|
// enable_multisample_alpha_one(false);
|
|
// enable_multisample_alpha_mask(false);
|
|
enable_blend(false);
|
|
enable_alpha_test(true);
|
|
call_dxAlphaFunc(D3DCMP_EQUAL, 1);
|
|
break;
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "invalid transparency mode " << (int)mode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_linesmooth
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_linesmooth(const LinesmoothTransition *attrib) {
|
|
enable_line_smooth(attrib->is_on());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_transform
|
|
// Access: Public, Virtual
|
|
// Description: Sends the indicated transform matrix to the graphics
|
|
// API to be applied to future vertices.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_transform(const TransformState *transform) {
|
|
scrn.pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,
|
|
(LPD3DMATRIX)transform->get_mat().get_data());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_tex_matrix
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_tex_matrix(const TexMatrixAttrib *attrib) {
|
|
// Not implemented.
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_texture
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_texture(const TextureAttrib *attrib) {
|
|
if (attrib->is_off()) {
|
|
enable_texturing(false);
|
|
} else {
|
|
enable_texturing(true);
|
|
Texture *tex = attrib->get_texture();
|
|
nassertv(tex != (Texture *)NULL);
|
|
tex->apply(this);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_material
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_material(const MaterialAttrib *attrib) {
|
|
const Material *material = attrib->get_material();
|
|
if (material != (const Material *)NULL) {
|
|
apply_material(material);
|
|
} else {
|
|
// Apply a default material when materials are turned off.
|
|
Material empty;
|
|
apply_material(&empty);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_render_mode
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_render_mode(const RenderModeAttrib *attrib) {
|
|
RenderModeAttrib::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case RenderModeAttrib::M_filled:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID);
|
|
break;
|
|
|
|
case RenderModeAttrib::M_wireframe:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_WIREFRAME);
|
|
break;
|
|
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "Unknown render mode " << (int)mode << endl;
|
|
}
|
|
|
|
_current_fill_mode = (RenderModeProperty::Mode)mode;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_texture_apply
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_texture_apply(const TextureApplyAttrib *attrib) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_depth_test
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_depth_test(const DepthTestAttrib *attrib) {
|
|
DepthTestAttrib::Mode mode = attrib->get_mode();
|
|
if (mode == DepthTestAttrib::M_none) {
|
|
_depth_test_enabled = false;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
|
|
} else {
|
|
_depth_test_enabled = true;
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, get_depth_func_type(mode));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_depth_write
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_depth_write(const DepthWriteAttrib *attrib) {
|
|
enable_zwritemask(attrib->get_mode() == DepthWriteAttrib::M_on);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_cull_face
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_cull_face(const CullFaceAttrib *attrib) {
|
|
CullFaceAttrib::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case CullFaceAttrib::M_cull_none:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
|
|
break;
|
|
case CullFaceAttrib::M_cull_clockwise:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
|
|
break;
|
|
case CullFaceAttrib::M_cull_counter_clockwise:
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
|
|
break;
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "invalid cull face mode " << (int)mode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_fog(const FogAttrib *attrib) {
|
|
if (!attrib->is_off()) {
|
|
enable_fog(true);
|
|
qpFog *fog = attrib->get_fog();
|
|
nassertv(fog != (qpFog *)NULL);
|
|
apply_fog(fog);
|
|
} else {
|
|
enable_fog(false);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_depth_offset
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_depth_offset(const DepthOffsetAttrib *attrib) {
|
|
int offset = attrib->get_offset();
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZBIAS, offset);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
bind_light(PointLight *light, int light_id) {
|
|
// Get the light in "world coordinates". This means the light in
|
|
// the coordinate space of the camera, converted to DX's coordinate
|
|
// system.
|
|
qpNodePath light_np(light);
|
|
const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
|
|
LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
|
|
LPoint3f pos = light->get_point() * rel_mat;
|
|
|
|
D3DCOLORVALUE black;
|
|
black.r = black.g = black.b = black.a = 0.0f;
|
|
D3DLIGHT7 alight;
|
|
alight.dltType = D3DLIGHT_POINT;
|
|
alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
|
alight.dcvAmbient = black ;
|
|
alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
|
|
|
// Position needs to specify x, y, z, and w
|
|
// w == 1 implies non-infinite position
|
|
alight.dvPosition = *(D3DVECTOR *)pos.get_data();
|
|
|
|
alight.dvRange = D3DLIGHT_RANGE_MAX;
|
|
alight.dvFalloff = 1.0f;
|
|
|
|
const LVecBase3f &att = light->get_attenuation();
|
|
alight.dvAttenuation0 = (D3DVALUE)att[0];
|
|
alight.dvAttenuation1 = (D3DVALUE)att[1];
|
|
alight.dvAttenuation2 = (D3DVALUE)att[2];
|
|
|
|
HRESULT res = scrn.pD3DDevice->SetLight(light_id, &alight);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
bind_light(DirectionalLight *light, int light_id) {
|
|
// Get the light in "world coordinates". This means the light in
|
|
// the coordinate space of the camera, converted to DX's coordinate
|
|
// system.
|
|
qpNodePath light_np(light);
|
|
const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
|
|
LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
|
|
LVector3f dir = light->get_direction() * rel_mat;
|
|
|
|
D3DCOLORVALUE black;
|
|
black.r = black.g = black.b = black.a = 0.0f;
|
|
|
|
D3DLIGHT7 alight;
|
|
ZeroMemory(&alight, sizeof(D3DLIGHT7));
|
|
|
|
alight.dltType = D3DLIGHT_DIRECTIONAL;
|
|
alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
|
alight.dcvAmbient = black ;
|
|
alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
|
|
|
alight.dvDirection = *(D3DVECTOR *)dir.get_data();
|
|
|
|
alight.dvRange = D3DLIGHT_RANGE_MAX;
|
|
alight.dvFalloff = 1.0f;
|
|
|
|
alight.dvAttenuation0 = 1.0f; // constant
|
|
alight.dvAttenuation1 = 0.0f; // linear
|
|
alight.dvAttenuation2 = 0.0f; // quadratic
|
|
|
|
HRESULT res = scrn.pD3DDevice->SetLight(light_id, &alight);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
bind_light(Spotlight *light, int light_id) {
|
|
Lens *lens = light->get_lens();
|
|
nassertv(lens != (Lens *)NULL);
|
|
|
|
// Get the light in "world coordinates". This means the light in
|
|
// the coordinate space of the camera, converted to DX's coordinate
|
|
// system.
|
|
qpNodePath light_np(light);
|
|
const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
|
|
LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
|
|
LPoint3f pos = lens->get_nodal_point() * rel_mat;
|
|
LVector3f dir = lens->get_view_vector() * rel_mat;
|
|
|
|
D3DCOLORVALUE black;
|
|
black.r = black.g = black.b = black.a = 0.0f;
|
|
|
|
D3DLIGHT7 alight;
|
|
ZeroMemory(&alight, sizeof(D3DLIGHT7));
|
|
|
|
alight.dltType = D3DLIGHT_SPOT;
|
|
alight.dcvAmbient = black ;
|
|
alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
|
alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
|
|
|
alight.dvPosition = *(D3DVECTOR *)pos.get_data();
|
|
|
|
alight.dvDirection = *(D3DVECTOR *)dir.get_data();
|
|
|
|
alight.dvRange = D3DLIGHT_RANGE_MAX;
|
|
alight.dvFalloff = 1.0f;
|
|
alight.dvTheta = 0.0f;
|
|
alight.dvPhi = lens->get_hfov();
|
|
|
|
const LVecBase3f &att = light->get_attenuation();
|
|
alight.dvAttenuation0 = (D3DVALUE)att[0];
|
|
alight.dvAttenuation1 = (D3DVALUE)att[1];
|
|
alight.dvAttenuation2 = (D3DVALUE)att[2];
|
|
|
|
HRESULT res = scrn.pD3DDevice->SetLight(light_id, &alight);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::begin_frame
|
|
// Access: Public, Virtual
|
|
// Description: Called before each frame is rendered, to allow the
|
|
// GSG a chance to do any internal cleanup before
|
|
// beginning the frame.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
begin_frame() {
|
|
GraphicsStateGuardian::begin_frame();
|
|
|
|
HRESULT hr = scrn.pD3DDevice->BeginScene();
|
|
|
|
if(FAILED(hr)) {
|
|
if((hr==DDERR_SURFACELOST)||(hr==DDERR_SURFACEBUSY)) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "BeginScene returns " << ConvD3DErrorToString(hr) << endl;
|
|
|
|
CheckCooperativeLevel();
|
|
} else {
|
|
dxgsg_cat.error() << "BeginScene failed, unhandled error hr == " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_frame
|
|
// Access: Public, Virtual
|
|
// Description: Called after each frame is rendered, to allow the
|
|
// GSG a chance to do any internal cleanup after
|
|
// rendering the frame, and before the window flips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
end_frame() {
|
|
GraphicsStateGuardian::end_frame();
|
|
|
|
HRESULT hr;
|
|
|
|
// draw new tri-based FPS meter
|
|
if (_bShowFPSMeter) {
|
|
DO_PSTATS_STUFF(PStatTimer timer(_win->_show_fps_pcollector));
|
|
// compute and write new texture indices here
|
|
|
|
char fps_msg[15];
|
|
sprintf(fps_msg, "%6.02f fps", _current_fps); // 6 == NUM_FPSMETER_LETTERS
|
|
|
|
#define WRITE_FPS_UV(u,v) {*fltptr=(u); fltptr[1]=(v); fltptr= (float*)(((BYTE*)fltptr)+_fps_vertexsize);}
|
|
float u_FPSMETER_LETTER_WIDTH = _fps_u_usedwidth/(float)FPSMETER_NUMFONTLETTERS;
|
|
|
|
// write out texcoords
|
|
float *fltptr = (float*)_fpsmeter_verts;
|
|
fltptr+=5; // skip over 1st XYZ,RHW, and colr (5 DWORDs)
|
|
|
|
for(DWORD c=0;c<NUM_FPSMETER_LETTERS;c++) {
|
|
char ch=fps_msg[c];
|
|
int charnum=ch-'0';
|
|
float uval1, uval2;
|
|
float vval2=_fps_v_usedheight;
|
|
|
|
if(ch=='.')
|
|
charnum=FPSMETER_NUMFONTLETTERS-1;
|
|
|
|
uval1=u_FPSMETER_LETTER_WIDTH*charnum;
|
|
uval2=uval1+u_FPSMETER_LETTER_WIDTH;
|
|
|
|
if((ch!='.') && ((ch<'0') || (ch>'9'))) {
|
|
uval1=0.0f; uval2=0.0f; vval2=0.0f;
|
|
}
|
|
|
|
WRITE_FPS_UV(uval1,0.0f);
|
|
WRITE_FPS_UV(uval1,vval2);
|
|
WRITE_FPS_UV(uval2,vval2);
|
|
|
|
WRITE_FPS_UV(uval2,vval2);
|
|
WRITE_FPS_UV(uval2,0.0f);
|
|
WRITE_FPS_UV(uval1,0.0f);
|
|
}
|
|
|
|
// is this blending fn expensive? if so, can just overwrite everything
|
|
|
|
// could a state-block be used here instead? definitely to set up, but to restore?
|
|
#ifdef MAKE_FPSMETER_TRANSPARENT
|
|
call_dxBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
if(!_blend_enabled)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
|
|
#else
|
|
if(_blend_enabled)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, false);
|
|
#endif
|
|
|
|
if (_CurShadeMode != D3DSHADE_FLAT) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
|
|
}
|
|
|
|
DWORD saved_zfunc;
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_ZFUNC,&saved_zfunc);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC,D3DCMP_ALWAYS);
|
|
|
|
DWORD saved_fill_state;
|
|
if(_current_fill_mode != RenderModeProperty::M_filled) {
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_FILLMODE, &saved_fill_state);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID);
|
|
}
|
|
|
|
|
|
DWORD saved_clipping_state,saved_cull_state;
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_CULLMODE, &saved_cull_state);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
|
|
|
|
scrn.pD3DDevice->GetRenderState(D3DRENDERSTATE_CLIPPING, &saved_clipping_state);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING, false);
|
|
|
|
// ignore lighting state since verts are post-xform
|
|
|
|
DWORD saved_magfilter,saved_minfilter,saved_mipfilter;
|
|
DWORD saved_colorop,saved_alphaop,saved_colorarg1,saved_alphaarg1;
|
|
LPDIRECTDRAWSURFACE7 saved_tex_surf=NULL;
|
|
|
|
scrn.pD3DDevice->GetTextureStageState(0, D3DTSS_MAGFILTER, &saved_magfilter);
|
|
scrn.pD3DDevice->GetTextureStageState(0, D3DTSS_MINFILTER, &saved_minfilter);
|
|
scrn.pD3DDevice->GetTextureStageState(0, D3DTSS_MIPFILTER, &saved_mipfilter);
|
|
scrn.pD3DDevice->GetTextureStageState( 0, D3DTSS_COLOROP, &saved_colorop);
|
|
scrn.pD3DDevice->GetTextureStageState( 0, D3DTSS_COLORARG1, &saved_colorarg1);
|
|
scrn.pD3DDevice->GetTextureStageState( 0, D3DTSS_ALPHAOP, &saved_alphaop);
|
|
scrn.pD3DDevice->GetTextureStageState( 0, D3DTSS_ALPHAARG1, &saved_alphaarg1);
|
|
|
|
if(saved_mipfilter!= D3DTFP_NONE)
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTFP_NONE);
|
|
|
|
#define FPS_TEXFILTER(X) D3D##X##_POINT
|
|
|
|
if(saved_minfilter!=FPS_TEXFILTER(TFN))
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, FPS_TEXFILTER(TFN));
|
|
if(saved_magfilter!= FPS_TEXFILTER(TFG))
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, FPS_TEXFILTER(TFG));
|
|
|
|
if(saved_colorop!=D3DTOP_SELECTARG1)
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
if(saved_colorarg1!=D3DTA_TEXTURE)
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
if(saved_alphaop!=D3DTOP_SELECTARG1)
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
if(saved_alphaarg1!=D3DTA_TEXTURE)
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
|
|
hr = scrn.pD3DDevice->SetTexture(0, _fpsmeter_font_surf);
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "SetTexture failed in draw fps meter, result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
DWORD nVerts = (NUM_FPSMETER_LETTERS+1)*2*3; // +1 for suffix square
|
|
hr = scrn.pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, _fpsmeter_fvfflags, _fpsmeter_verts, nVerts, NULL);
|
|
TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,NUM_FPSMETER_LETTERS*2,0);
|
|
|
|
#ifdef MAKE_FPSMETER_TRANSPARENT
|
|
if(!_blend_enabled)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, false);
|
|
#else
|
|
if(_blend_enabled)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
|
|
#endif
|
|
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, saved_zfunc);
|
|
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING, saved_clipping_state);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, saved_cull_state);
|
|
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, saved_magfilter);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, saved_minfilter);
|
|
scrn.pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, saved_mipfilter);
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, saved_colorop);
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, saved_colorarg1);
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, saved_alphaop);
|
|
scrn.pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, saved_alphaarg1);
|
|
|
|
if (_CurShadeMode != D3DSHADE_FLAT) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, _CurShadeMode);
|
|
}
|
|
|
|
if(_current_fill_mode != RenderModeProperty::M_filled) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, saved_fill_state);
|
|
}
|
|
|
|
scrn.pD3DDevice->SetTexture(0, ((_pCurTexContext != NULL) ? _pCurTexContext->_surface : NULL));
|
|
}
|
|
|
|
hr = scrn.pD3DDevice->EndScene();
|
|
|
|
// any GDI operations MUST occur after EndScene
|
|
|
|
if(FAILED(hr)) {
|
|
if((hr==DDERR_SURFACELOST)||(hr==DDERR_SURFACEBUSY)) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "EndScene returns " << ConvD3DErrorToString(hr) << endl;
|
|
|
|
CheckCooperativeLevel();
|
|
} else {
|
|
dxgsg_cat.error() << "EndScene failed, unhandled error hr == " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if(_bShowFPSMeter) {
|
|
DO_PSTATS_STUFF(PStatTimer timer(_win->_show_fps_pcollector));
|
|
|
|
DWORD now = timeGetTime(); // this is win32 fn
|
|
|
|
float time_delta = (now - _start_time) * 0.001f;
|
|
|
|
if(time_delta > dx_fps_meter_update_interval) {
|
|
// didnt use global clock object, it wasnt working properly when I tried,
|
|
// its probably slower due to cache faults, and I can easily track all the
|
|
// info I need in dxgsg
|
|
DWORD num_frames = _cur_frame_count - _start_frame_count;
|
|
|
|
_current_fps = num_frames / time_delta;
|
|
_start_time = now;
|
|
_start_frame_count = _cur_frame_count;
|
|
}
|
|
|
|
_cur_frame_count++; // only used by fps meter right now
|
|
}
|
|
|
|
show_frame();
|
|
|
|
#ifdef COUNT_DRAWPRIMS
|
|
{
|
|
#define FRAMES_PER_DPINFO 90
|
|
static DWORD LastDPInfoFrame=0;
|
|
static DWORD LastTickCount=0;
|
|
|
|
if (_cur_frame_count-LastDPInfoFrame > FRAMES_PER_DPINFO) {
|
|
DWORD CurTickCount=GetTickCount();
|
|
float delta_secs=(CurTickCount-LastTickCount)/1000.0f;
|
|
|
|
float numframes=_cur_frame_count-LastDPInfoFrame;
|
|
float verts_per_frame = cVertcount/numframes;
|
|
float tris_per_frame = cTricount/numframes;
|
|
float DPs_per_frame = cDPcount/numframes;
|
|
float DPs_notexchange_per_frame = cDP_noTexChangeCount/numframes;
|
|
float verts_per_DP = cVertcount/(float)cDPcount;
|
|
float verts_per_sec = cVertcount/delta_secs;
|
|
float tris_per_sec = cTricount/delta_secs;
|
|
float Geoms_per_frame = cGeomcount/numframes;
|
|
float DrawPrims_per_Geom = cDPcount/(float)cGeomcount;
|
|
float verts_per_Geom = cVertcount/(float)cGeomcount;
|
|
|
|
dxgsg_cat.debug() << "==================================="
|
|
<< "\n Avg Verts/sec:\t\t" << verts_per_sec
|
|
<< "\n Avg Tris/sec:\t\t" << tris_per_sec
|
|
<< "\n Avg Verts/frame:\t" << verts_per_frame
|
|
<< "\n Avg Tris/frame:\t" << tris_per_frame
|
|
<< "\n Avg DrawPrims/frm:\t" << DPs_per_frame
|
|
<< "\n Avg Verts/DrawPrim:\t" << verts_per_DP
|
|
<< "\n Avg DrawPrims w/no Texture Change from prev DrawPrim/frm:\t" << DPs_notexchange_per_frame
|
|
<< "\n Avg Geoms/frm:\t" << Geoms_per_frame
|
|
<< "\n Avg DrawPrims/Geom:\t" << DrawPrims_per_Geom
|
|
<< "\n Avg Verts/Geom:\t" << verts_per_Geom
|
|
<< endl;
|
|
|
|
LastDPInfoFrame=_cur_frame_count;
|
|
cDPcount = cVertcount=cTricount=cDP_noTexChangeCount=cGeomcount=0;
|
|
LastTickCount=CurTickCount;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(DO_PSTATS)||defined(PRINT_TEXSTATS)
|
|
#ifndef PRINT_TEXSTATS
|
|
if (_texmgrmem_total_pcollector.is_active())
|
|
#endif
|
|
{
|
|
#define TICKS_PER_GETTEXINFO (2.5*1000) // 2.5 second interval
|
|
static DWORD LastTickCount=0;
|
|
DWORD CurTickCount=GetTickCount();
|
|
|
|
if (CurTickCount-LastTickCount > TICKS_PER_GETTEXINFO) {
|
|
LastTickCount=CurTickCount;
|
|
report_texmgr_stats();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::wants_normals
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool DXGraphicsStateGuardian::
|
|
wants_normals() const {
|
|
return (_lighting_enabled || _normals_enabled);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::wants_texcoords
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool DXGraphicsStateGuardian::
|
|
wants_texcoords() const {
|
|
return _texturing_enabled;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::issue_depth_write
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
issue_depth_write(const DepthWriteTransition *attrib) {
|
|
enable_zwritemask(attrib->is_on());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::begin_decal
|
|
// Access: Public, Virtual
|
|
// Description: This will be called to initiate decaling mode. It is
|
|
// passed the pointer to the GeomNode that will be the
|
|
// destination of the decals, which it is expected that
|
|
// the GSG will render normally; subsequent geometry
|
|
// rendered up until the next call of end_decal() should
|
|
// be rendered as decals of the base_geom.
|
|
//
|
|
// The transitions wrapper is the current state as of the
|
|
// base geometry node. It may or may not be modified by
|
|
// the GSG to reflect whatever rendering state is
|
|
// necessary to render the decals properly.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
begin_decal(GeomNode *base_geom, AllTransitionsWrapper &attrib) {
|
|
nassertv(base_geom != (GeomNode *)NULL);
|
|
|
|
assert(_decal_level>=0);
|
|
|
|
_decal_level++;
|
|
|
|
#ifndef DISABLE_DECALING
|
|
|
|
#ifndef DISABLE_POLYGON_OFFSET_DECALING
|
|
if (dx_decal_type == GDT_offset) {
|
|
#define POLYGON_OFFSET_MULTIPLIER 2
|
|
|
|
// note: zbias seems inconsitently supported. may be possible to fake it by
|
|
// adding (delta * element[4,3]) to element [3,3] of a regular matrix
|
|
// need to test this and see if to offers perf improvement over blend-based decaling
|
|
|
|
nassertv(POLYGON_OFFSET_MULTIPLIER*_decal_level < 16); // 16 is the max allowed zbias
|
|
|
|
// Just draw the base geometry normally.
|
|
base_geom->draw(this);
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZBIAS, POLYGON_OFFSET_MULTIPLIER * _decal_level); // _decal_level better not be higher than 8!
|
|
} else
|
|
#endif
|
|
|
|
{
|
|
if (_decal_level > 1) {
|
|
base_geom->draw(this); // If we're already decaling, just draw the geometry.
|
|
} else {
|
|
// need to save current xform matrix in case it is changed during subrendering, so subsequent decal draws use same xform
|
|
_bTransformIssued = false;
|
|
scrn.pD3DDevice->GetTransform( D3DTRANSFORMSTATE_WORLD, &_SavedTransform);
|
|
|
|
// First turn off writing the depth buffer to render the base geometry.
|
|
enable_zwritemask(false);
|
|
|
|
// It is also important to update the current state to
|
|
// indicate the depth buffer write is off, so that future
|
|
// geometry will render correctly.
|
|
DepthWriteTransition *dwa = new DepthWriteTransition(DepthWriteTransition::off());
|
|
attrib.set_transition(dwa);
|
|
|
|
// Now render the base geometry.
|
|
base_geom->draw(this);
|
|
|
|
// Render all of the decal geometry, too. We'll keep the depth
|
|
// buffer write off during this.
|
|
}
|
|
}
|
|
#else
|
|
base_geom->draw(this);
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::end_decal
|
|
// Access: Public, Virtual
|
|
// Description: This will be called to terminate decaling mode. It
|
|
// is passed the same base_geom that was passed to
|
|
// begin_decal().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
end_decal(GeomNode *base_geom) {
|
|
_decal_level--;
|
|
|
|
assert(_decal_level>=0);
|
|
|
|
#ifdef DISABLE_DECALING
|
|
return;
|
|
#endif
|
|
|
|
nassertv(base_geom != (GeomNode *)NULL);
|
|
// nassertv(_decal_level >= 1);
|
|
|
|
#ifndef DISABLE_POLYGON_OFFSET_DECALING
|
|
if (dx_decal_type == GDT_offset) {
|
|
// Restore the Zbias offset.
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_ZBIAS, POLYGON_OFFSET_MULTIPLIER * _decal_level); // _decal_level better not be higher than 8!
|
|
} else
|
|
#endif
|
|
{ // for GDT_mask
|
|
if (_decal_level == 0) {
|
|
// Now we need to re-render the base geometry with the depth write
|
|
// on and the color mask off, so we update the depth buffer
|
|
// properly.
|
|
bool was_textured = _texturing_enabled;
|
|
bool was_blend = _blend_enabled;
|
|
D3DBLEND old_blend_source_func = _blend_source_func;
|
|
D3DBLEND old_blend_dest_func = _blend_dest_func;
|
|
|
|
// Enable the writing to the depth buffer.
|
|
enable_zwritemask(true);
|
|
|
|
// Disable the writing to the color buffer, however we have to
|
|
// do this. (I don't think this is possible in DX without blending.)
|
|
if (dx_decal_type == GDT_blend) {
|
|
// Expensive.
|
|
enable_blend(true);
|
|
call_dxBlendFunc(D3DBLEND_ZERO, D3DBLEND_ONE);
|
|
}
|
|
|
|
#if(DIRECT3D_VERSION < 0x700)
|
|
else { // dx7 doesn't support planemask rstate
|
|
// note: not saving current planemask val, assumes this is always all 1's. should be ok
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_PLANEMASK,0x0); // note PLANEMASK is supposedly obsolete for DX7
|
|
}
|
|
#endif
|
|
// No need to have texturing on for this.
|
|
enable_texturing(false);
|
|
|
|
// if current xform has changed, reset to saved xform
|
|
if(_bTransformIssued)
|
|
scrn.pD3DDevice->SetTransform( D3DTRANSFORMSTATE_WORLD, &_SavedTransform);
|
|
|
|
base_geom->draw(this);
|
|
|
|
// Finally, restore the depth write and color mask states to the
|
|
// way they're supposed to be.
|
|
|
|
if (dx_decal_type == GDT_blend) {
|
|
enable_blend(was_blend);
|
|
if (was_blend)
|
|
call_dxBlendFunc(old_blend_source_func, old_blend_dest_func);
|
|
}
|
|
#if(DIRECT3D_VERSION < 0x700)
|
|
else {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_PLANEMASK,0xFFFFFFFF); // this is unlikely to work due to poor driver support
|
|
}
|
|
#endif
|
|
enable_texturing(was_textured);
|
|
|
|
// Finally, restore the depth write state to the
|
|
// way they're supposed to be.
|
|
|
|
// could we do this faster by saving last issued depth writemask?
|
|
DepthWriteTransition *depth_write;
|
|
if (get_attribute_into(depth_write, this)) {
|
|
issue_depth_write(depth_write);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::depth_offset_decals
|
|
// Access: Public, Virtual
|
|
// Description: Returns true if this GSG can implement decals using a
|
|
// DepthOffsetAttrib, or false if that is unreliable
|
|
// and the three-step rendering process should be used
|
|
// instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian::
|
|
depth_offset_decals() {
|
|
return dx_depth_offset_decals;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_internal_coordinate_system
|
|
// Access: Public, Virtual
|
|
// Description: Should be overridden by derived classes to return the
|
|
// coordinate system used internally by the GSG, if any
|
|
// one particular coordinate system is used. The
|
|
// default, CS_default, indicates that the GSG can use
|
|
// any coordinate system.
|
|
//
|
|
// If this returns other than CS_default, the
|
|
// GraphicsEngine will automatically convert all
|
|
// transforms into the indicated coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
CoordinateSystem DXGraphicsStateGuardian::
|
|
get_internal_coordinate_system() const {
|
|
return CS_yup_left;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::compute_distance_to
|
|
// Access: Public, Virtual
|
|
// Description: This function may only be called during a render
|
|
// traversal; it will compute the distance to the
|
|
// indicated point, assumed to be in modelview
|
|
// coordinates, from the camera plane.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE float DXGraphicsStateGuardian::
|
|
compute_distance_to(const LPoint3f &point) const {
|
|
// In the case of a DXGraphicsStateGuardian, we know that the
|
|
// modelview matrix already includes the relative transform from the
|
|
// camera, as well as a to-y-up conversion. Thus, the distance to
|
|
// the camera plane is simply the +z distance. (negative of gl compute_distance_to,
|
|
// since d3d uses left-hand coords)
|
|
|
|
return point[2];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::set_draw_buffer
|
|
// Access: Protected
|
|
// Description: Sets up the glDrawBuffer to render into the buffer
|
|
// indicated by the RenderBuffer object. This only sets
|
|
// up the color bits; it does not affect the depth,
|
|
// stencil, accum layers.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
set_draw_buffer(const RenderBuffer &rb) {
|
|
dxgsg_cat.fatal() << "DX set_draw_buffer unimplemented!!!";
|
|
return;
|
|
|
|
#ifdef WBD_GL_MODE
|
|
switch (rb._buffer_type & RenderBuffer::T_color) {
|
|
case RenderBuffer::T_front:
|
|
call_glDrawBuffer(GL_FRONT);
|
|
break;
|
|
|
|
case RenderBuffer::T_back:
|
|
call_glDrawBuffer(GL_BACK);
|
|
break;
|
|
|
|
case RenderBuffer::T_right:
|
|
call_glDrawBuffer(GL_RIGHT);
|
|
break;
|
|
|
|
case RenderBuffer::T_left:
|
|
call_glDrawBuffer(GL_LEFT);
|
|
break;
|
|
|
|
case RenderBuffer::T_front_right:
|
|
call_glDrawBuffer(GL_FRONT_RIGHT);
|
|
break;
|
|
|
|
case RenderBuffer::T_front_left:
|
|
call_glDrawBuffer(GL_FRONT_LEFT);
|
|
break;
|
|
|
|
case RenderBuffer::T_back_right:
|
|
call_glDrawBuffer(GL_BACK_RIGHT);
|
|
break;
|
|
|
|
case RenderBuffer::T_back_left:
|
|
call_glDrawBuffer(GL_BACK_LEFT);
|
|
break;
|
|
|
|
default:
|
|
call_glDrawBuffer(GL_FRONT_AND_BACK);
|
|
}
|
|
#endif // WBD_GL_MODE
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::set_read_buffer
|
|
// Access: Protected
|
|
// Description: Vestigial analog of glReadBuffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
set_read_buffer(const RenderBuffer &rb) {
|
|
|
|
if(rb._buffer_type & RenderBuffer::T_front) {
|
|
_cur_read_pixel_buffer=RenderBuffer::T_front;
|
|
} else if(rb._buffer_type & RenderBuffer::T_back) {
|
|
_cur_read_pixel_buffer=RenderBuffer::T_back;
|
|
} else {
|
|
dxgsg_cat.error() << "Invalid or unimplemented Argument to set_read_buffer!\n";
|
|
}
|
|
return;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_texture_wrap_mode
|
|
// Access: Protected
|
|
// Description: Maps from the Texture's internal wrap mode symbols to
|
|
// GL's.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DTEXTUREADDRESS DXGraphicsStateGuardian::
|
|
get_texture_wrap_mode(Texture::WrapMode wm) const {
|
|
|
|
if (wm == Texture::WM_clamp)
|
|
return D3DTADDRESS_CLAMP;
|
|
else if (wm != Texture::WM_repeat) {
|
|
#ifdef _DEBUG
|
|
dxgsg_cat.error() << "Invalid or Unimplemented Texture::WrapMode value!\n";
|
|
#endif
|
|
}
|
|
|
|
return D3DTADDRESS_WRAP;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_depth_func_type
|
|
// Access: Protected
|
|
// Description: Maps from the depth func modes to gl version
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DCMPFUNC DXGraphicsStateGuardian::
|
|
get_depth_func_type(DepthTestProperty::Mode m) const {
|
|
switch (m) {
|
|
case DepthTestProperty::M_never: return D3DCMP_NEVER;
|
|
case DepthTestProperty::M_less: return D3DCMP_LESS;
|
|
case DepthTestProperty::M_equal: return D3DCMP_EQUAL;
|
|
case DepthTestProperty::M_less_equal: return D3DCMP_LESSEQUAL;
|
|
case DepthTestProperty::M_greater: return D3DCMP_GREATER;
|
|
case DepthTestProperty::M_not_equal: return D3DCMP_NOTEQUAL;
|
|
case DepthTestProperty::M_greater_equal: return D3DCMP_GREATEREQUAL;
|
|
case DepthTestProperty::M_always: return D3DCMP_ALWAYS;
|
|
}
|
|
dxgsg_cat.error()
|
|
<< "Invalid DepthTestProperty::Mode value" << endl;
|
|
return D3DCMP_LESS;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_depth_func_type
|
|
// Access: Protected
|
|
// Description: Maps from the depth func modes to gl version
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DCMPFUNC DXGraphicsStateGuardian::
|
|
get_depth_func_type(DepthTestAttrib::Mode m) const {
|
|
switch (m) {
|
|
case DepthTestAttrib::M_never: return D3DCMP_NEVER;
|
|
case DepthTestAttrib::M_less: return D3DCMP_LESS;
|
|
case DepthTestAttrib::M_equal: return D3DCMP_EQUAL;
|
|
case DepthTestAttrib::M_less_equal: return D3DCMP_LESSEQUAL;
|
|
case DepthTestAttrib::M_greater: return D3DCMP_GREATER;
|
|
case DepthTestAttrib::M_not_equal: return D3DCMP_NOTEQUAL;
|
|
case DepthTestAttrib::M_greater_equal: return D3DCMP_GREATEREQUAL;
|
|
case DepthTestAttrib::M_always: return D3DCMP_ALWAYS;
|
|
}
|
|
dxgsg_cat.error()
|
|
<< "Invalid DepthTestAttrib::Mode value" << endl;
|
|
return D3DCMP_LESS;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_stencil_func_type
|
|
// Access: Protected
|
|
// Description: Maps from the stencil func modes to dx version
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DCMPFUNC DXGraphicsStateGuardian::
|
|
get_stencil_func_type(StencilProperty::Mode m) const {
|
|
switch (m) {
|
|
case StencilProperty::M_never: return D3DCMP_NEVER;
|
|
case StencilProperty::M_less: return D3DCMP_LESS;
|
|
case StencilProperty::M_equal: return D3DCMP_EQUAL;
|
|
case StencilProperty::M_less_equal: return D3DCMP_LESSEQUAL;
|
|
case StencilProperty::M_greater: return D3DCMP_GREATER;
|
|
case StencilProperty::M_not_equal: return D3DCMP_NOTEQUAL;
|
|
case StencilProperty::M_greater_equal: return D3DCMP_GREATEREQUAL;
|
|
case StencilProperty::M_always: return D3DCMP_ALWAYS;
|
|
}
|
|
dxgsg_cat.error() << "Invalid StencilProperty::Mode value" << endl;
|
|
return D3DCMP_LESS;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_stencil_action_type
|
|
// Access: Protected
|
|
// Description: Maps from the stencil action modes to dx version
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DSTENCILOP DXGraphicsStateGuardian::
|
|
get_stencil_action_type(StencilProperty::Action a) const {
|
|
switch (a) {
|
|
case StencilProperty::A_keep: return D3DSTENCILOP_KEEP;
|
|
case StencilProperty::A_zero: return D3DSTENCILOP_ZERO;
|
|
case StencilProperty::A_replace: return D3DSTENCILOP_REPLACE;
|
|
case StencilProperty::A_increment: return D3DSTENCILOP_INCR;
|
|
case StencilProperty::A_decrement: return D3DSTENCILOP_DECR;
|
|
case StencilProperty::A_invert: return D3DSTENCILOP_INVERT;
|
|
}
|
|
dxgsg_cat.error() << "Invalid StencilProperty::Action value" << endl;
|
|
return D3DSTENCILOP_KEEP;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_fog_mode_type
|
|
// Access: Protected
|
|
// Description: Maps from the fog types to gl version
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DFOGMODE DXGraphicsStateGuardian::
|
|
get_fog_mode_type(Fog::Mode m) const {
|
|
switch (m) {
|
|
case Fog::M_linear: return D3DFOG_LINEAR;
|
|
case Fog::M_exponential: return D3DFOG_EXP;
|
|
case Fog::M_exponential_squared: return D3DFOG_EXP2;
|
|
}
|
|
dxgsg_cat.error() << "Invalid Fog::Mode value" << endl;
|
|
return D3DFOG_EXP;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::get_fog_mode_type
|
|
// Access: Protected
|
|
// Description: Maps from the fog types to gl version
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE D3DFOGMODE DXGraphicsStateGuardian::
|
|
get_fog_mode_type(qpFog::Mode m) const {
|
|
switch (m) {
|
|
case qpFog::M_linear:
|
|
return D3DFOG_LINEAR;
|
|
case qpFog::M_exponential:
|
|
return D3DFOG_EXP;
|
|
case qpFog::M_exponential_squared:
|
|
return D3DFOG_EXP2;
|
|
}
|
|
dxgsg_cat.error() << "Invalid Fog::Mode value" << endl;
|
|
return D3DFOG_EXP;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::enable_lighting
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable or disable the use of lighting overall. This
|
|
// is called by issue_light() according to whether any
|
|
// lights are in use or not.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
enable_lighting(bool enable) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, (DWORD)enable);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::set_ambient_light
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// indicate the color of the ambient light that should
|
|
// be in effect. This is called by issue_light() after
|
|
// all other lights have been enabled or disabled.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
set_ambient_light(const Colorf &color) {
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT,
|
|
Colorf_to_D3DCOLOR(color));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::enable_light
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable the indicated light id. A specific Light will
|
|
// already have been bound to this id via bind_light().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
enable_light(int light_id, bool enable) {
|
|
HRESULT res = scrn.pD3DDevice->LightEnable(light_id, enable);
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg_cat.debug()
|
|
<< "LightEnable(" << light << "=" << val << ")" << endl;
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::set_blend_mode
|
|
// Access: Protected, Virtual
|
|
// Description: Called after any of these three blending states have
|
|
// changed; this function is responsible for setting the
|
|
// appropriate color blending mode based on the given
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
set_blend_mode(ColorWriteAttrib::Mode color_write_mode,
|
|
ColorBlendAttrib::Mode color_blend_mode,
|
|
TransparencyAttrib::Mode transparency_mode) {
|
|
// If color_write_mode is off, we disable writing to the color using
|
|
// blending. I don't know if it is possible in DX to disable color
|
|
// outside of a blend mode.
|
|
if (color_write_mode == ColorWriteAttrib::M_off) {
|
|
enable_blend(true);
|
|
enable_alpha_test(false);
|
|
call_dxBlendFunc(D3DBLEND_ZERO, D3DBLEND_ONE);
|
|
return;
|
|
}
|
|
|
|
// Is there a color blend set?
|
|
switch (color_blend_mode) {
|
|
case ColorBlendAttrib::M_none:
|
|
break;
|
|
|
|
case ColorBlendProperty::M_multiply:
|
|
enable_blend(true);
|
|
enable_alpha_test(false);
|
|
call_dxBlendFunc(D3DBLEND_DESTCOLOR, D3DBLEND_ZERO);
|
|
return;
|
|
|
|
case ColorBlendProperty::M_add:
|
|
enable_blend(true);
|
|
enable_alpha_test(false);
|
|
call_dxBlendFunc(D3DBLEND_ONE, D3DBLEND_ONE);
|
|
return;
|
|
|
|
case ColorBlendProperty::M_multiply_add:
|
|
enable_blend(true);
|
|
enable_alpha_test(false);
|
|
call_dxBlendFunc(D3DBLEND_DESTCOLOR, D3DBLEND_ONE);
|
|
return;
|
|
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "Unknown color blend mode " << (int)color_blend_mode << endl;
|
|
break;
|
|
}
|
|
|
|
// No color blend; is there a transparency set?
|
|
switch (transparency_mode) {
|
|
case TransparencyAttrib::M_none:
|
|
break;
|
|
|
|
case TransparencyAttrib::M_alpha:
|
|
case TransparencyAttrib::M_alpha_sorted:
|
|
case TransparencyAttrib::M_multisample:
|
|
case TransparencyAttrib::M_multisample_mask:
|
|
enable_blend(true);
|
|
enable_alpha_test(false);
|
|
call_dxBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
return;
|
|
|
|
case TransparencyAttrib::M_binary:
|
|
enable_blend(false);
|
|
enable_alpha_test(true);
|
|
call_dxAlphaFunc(D3DCMP_EQUAL, 1);
|
|
return;
|
|
|
|
default:
|
|
dxgsg_cat.error()
|
|
<< "invalid transparency mode " << (int)transparency_mode << endl;
|
|
break;
|
|
}
|
|
|
|
// Nothing's set, so disable blending.
|
|
enable_blend(false);
|
|
enable_alpha_test(false);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::free_pointers
|
|
// Access: Public
|
|
// Description: Frees some memory that was explicitly allocated
|
|
// within the dxgsg.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
free_pointers() {
|
|
if (_clip_plane_enabled != (bool *)NULL) {
|
|
delete[] _clip_plane_enabled;
|
|
_clip_plane_enabled = (bool *)NULL;
|
|
}
|
|
if (_cur_clip_plane_enabled != (bool *)NULL) {
|
|
delete[] _cur_clip_plane_enabled;
|
|
_cur_clip_plane_enabled = (bool *)NULL;
|
|
}
|
|
#ifdef USE_TEXFMTVEC
|
|
scrn.TexPixFmts.clear();
|
|
#else
|
|
if (_pTexPixFmts != NULL) {
|
|
delete [] _pTexPixFmts;
|
|
_pTexPixFmts = NULL;
|
|
}
|
|
#endif
|
|
|
|
if(_fpsmeter_verts!=NULL) {
|
|
delete [] _fpsmeter_verts;
|
|
_fpsmeter_verts = NULL;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::save_frame_buffer
|
|
// Access: Public
|
|
// Description: Saves the indicated planes of the frame buffer
|
|
// (within the indicated display region) and returns it
|
|
// in some meaningful form that can be restored later
|
|
// via restore_frame_buffer(). This is a helper
|
|
// function for push_frame_buffer() and
|
|
// pop_frame_buffer().
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(SavedFrameBuffer) DXGraphicsStateGuardian::
|
|
save_frame_buffer(const RenderBuffer &buffer,
|
|
CPT(DisplayRegion) dr) {
|
|
|
|
dxgsg_cat.error() << "save_frame_buffer unimplemented!!\n";
|
|
return NULL;
|
|
|
|
#if 0
|
|
DXSavedFrameBuffer *sfb = new DXSavedFrameBuffer(buffer, dr);
|
|
|
|
if (buffer._buffer_type & RenderBuffer::T_depth) {
|
|
// Save the depth buffer.
|
|
sfb->_depth =
|
|
new PixelBuffer(PixelBuffer::depth_buffer(dr->get_pixel_width(),
|
|
dr->get_pixel_height()));
|
|
copy_pixel_buffer(sfb->_depth, dr, buffer);
|
|
}
|
|
|
|
if (buffer._buffer_type & RenderBuffer::T_back) {
|
|
// Save the color buffer.
|
|
sfb->_back_rgba = new Texture;
|
|
copy_texture(sfb->_back_rgba->prepare(this), dr, buffer);
|
|
}
|
|
|
|
return sfb;
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::restore_frame_buffer
|
|
// Access: Public
|
|
// Description: Restores the frame buffer that was previously saved.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
restore_frame_buffer(SavedFrameBuffer *frame_buffer) {
|
|
|
|
dxgsg_cat.error() << "restore_frame_buffer unimplemented!!\n";
|
|
return;
|
|
|
|
#if 0
|
|
DXSavedFrameBuffer *sfb = DCAST(DXSavedFrameBuffer, frame_buffer);
|
|
|
|
if (sfb->_back_rgba != (Texture *)NULL &&
|
|
(sfb->_buffer._buffer_type & RenderBuffer::T_back) != 0) {
|
|
// Restore the color buffer.
|
|
draw_texture(sfb->_back_rgba->prepare(this),
|
|
sfb->_display_region, sfb->_buffer);
|
|
}
|
|
|
|
if (sfb->_depth != (PixelBuffer *)NULL &&
|
|
(sfb->_buffer._buffer_type & RenderBuffer::T_depth) != 0) {
|
|
// Restore the depth buffer.
|
|
draw_pixel_buffer(sfb->_depth, sfb->_display_region, sfb->_buffer);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// factory and type stuff
|
|
|
|
GraphicsStateGuardian *DXGraphicsStateGuardian::
|
|
make_DXGraphicsStateGuardian(const FactoryParams ¶ms) {
|
|
GraphicsStateGuardian::GsgWindow *win_param;
|
|
if (!get_param_into(win_param, params)) {
|
|
dxgsg_cat.error()
|
|
<< "No window specified for gsg creation!" << endl;
|
|
return NULL;
|
|
}
|
|
|
|
GraphicsWindow *win = win_param->get_window();
|
|
return new DXGraphicsStateGuardian(win);
|
|
}
|
|
|
|
TypeHandle DXGraphicsStateGuardian::get_type(void) const {
|
|
return get_class_type();
|
|
}
|
|
|
|
TypeHandle DXGraphicsStateGuardian::get_class_type(void) {
|
|
return _type_handle;
|
|
}
|
|
|
|
void DXGraphicsStateGuardian::init_type(void) {
|
|
GraphicsStateGuardian::init_type();
|
|
register_type(_type_handle, "DXGraphicsStateGuardian",
|
|
GraphicsStateGuardian::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: dx_cleanup
|
|
// Description: Clean up the DirectX environment.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
dx_cleanup(bool bRestoreDisplayMode,bool bAtExitFnCalled) {
|
|
static bool bAtExitFnEverCalled=false;
|
|
|
|
if(dxgsg_cat.is_spam()) {
|
|
dxgsg_cat.spam() << "dx_cleanup called, bAtExitFnCalled=" << bAtExitFnCalled << ", bAtExitFnEverCalled=" << bAtExitFnEverCalled << endl;
|
|
}
|
|
|
|
bAtExitFnEverCalled = (bAtExitFnEverCalled || bAtExitFnCalled);
|
|
|
|
// for now, I can't trust any of the ddraw/d3d releases during atexit(),
|
|
// so just return directly. maybe revisit this later, if have problems
|
|
// restarting d3d/ddraw after one of these uncleaned-up exits
|
|
if(bAtExitFnEverCalled)
|
|
return;
|
|
|
|
ULONG refcnt;
|
|
|
|
// unsafe to do the D3D releases after exit() called, since DLL_PROCESS_DETACH
|
|
// msg already delivered to d3d.dll and it's unloaded itself
|
|
if(!bAtExitFnEverCalled) {
|
|
|
|
PRINTREFCNT(scrn.pDD,"exit start IDirectDraw7");
|
|
|
|
// these 2 calls release ddraw surfaces and vbuffers. unsafe unless not on exit
|
|
release_all_textures();
|
|
release_all_geoms();
|
|
|
|
PRINTREFCNT(scrn.pDD,"after release_all_textures IDirectDraw7");
|
|
|
|
// Do a safe check for releasing the D3DDEVICE. RefCount should be zero.
|
|
// if we're called from exit(), scrn.pD3DDevice may already have been released
|
|
if (scrn.pD3DDevice!=NULL) {
|
|
scrn.pD3DDevice->SetTexture(0,NULL); // should release this stuff internally anyway
|
|
RELEASE(scrn.pD3DDevice,dxgsg,"d3dDevice",RELEASE_DOWN_TO_ZERO);
|
|
}
|
|
|
|
PRINTREFCNT(scrn.pDD,"after d3ddevice release IDirectDraw7");
|
|
|
|
RELEASE(_fpsmeter_font_surf,dxgsg,"fpsmeter fontsurf",false);
|
|
|
|
PRINTREFCNT(scrn.pDD,"after fpsfont release IDirectDraw7");
|
|
|
|
if((scrn.pddsBack!=NULL)&&(scrn.pddsZBuf!=NULL))
|
|
scrn.pddsBack->DeleteAttachedSurface(0x0,scrn.pddsZBuf);
|
|
|
|
// Release the DDraw and D3D objects used by the app
|
|
RELEASE(scrn.pddsZBuf,dxgsg,"zbuffer",false);
|
|
|
|
PRINTREFCNT(scrn.pDD,"before releasing d3d obj, IDirectDraw7");
|
|
RELEASE(scrn.pD3D,dxgsg,"IDirect3D7 scrn.pD3D",false); //RELEASE_DOWN_TO_ZERO);
|
|
PRINTREFCNT(scrn.pDD,"after releasing d3d obj, IDirectDraw7");
|
|
|
|
// is it wrong to explictly release scrn.pddsBack if it is part of complex surface chain (as in fullscrn mode)?
|
|
RELEASE(scrn.pddsBack,dxgsg,"backbuffer",false);
|
|
RELEASE(scrn.pddsPrimary,dxgsg,"primary surface",false);
|
|
|
|
PRINTREFCNT(scrn.pDD,"after releasing all surfs, IDirectDraw7");
|
|
}
|
|
|
|
// for some reason, DLL_PROCESS_DETACH has not yet been sent to ddraw, so we can still call its fns
|
|
|
|
// Do a safe check for releasing DDRAW. RefCount should be zero.
|
|
if (scrn.pDD!=NULL) {
|
|
if(bRestoreDisplayMode) {
|
|
HRESULT hr = scrn.pDD->RestoreDisplayMode();
|
|
if(dxgsg_cat.is_spam())
|
|
dxgsg_cat.spam() << "dx_cleanup - Restoring original desktop DisplayMode\n";
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "dx_cleanup - RestoreDisplayMode failed, hr = " << ConvD3DErrorToString(hr) << endl;
|
|
}
|
|
}
|
|
|
|
if(bAtExitFnCalled) {
|
|
// if exit() called, there is definitely no more need for the IDDraw object,
|
|
// so we can make sure it's fully released
|
|
// note currently this is never called
|
|
RELEASE(scrn.pDD,dxgsg,"IDirectDraw7 scrn.pDD", RELEASE_DOWN_TO_ZERO);
|
|
} else {
|
|
// seems wrong to release to zero, since it might be being used somewhere else?
|
|
|
|
RELEASE(scrn.pDD,dxgsg,"IDirectDraw7 scrn.pDD", false);
|
|
if(refcnt>0) {
|
|
if(dxgsg_cat.is_spam())
|
|
dxgsg_cat.debug() << "dx_cleanup - warning IDDraw7 refcnt = " << refcnt << ", should be zero!\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: dx_setup_after_resize
|
|
// Description: Recreate the back buffer and zbuffers at the new size
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
dx_setup_after_resize(RECT viewrect, HWND mwindow) {
|
|
if (scrn.pddsBack == NULL) // nothing created yet
|
|
return;
|
|
|
|
// for safety, need some better error-cleanup here
|
|
assert((scrn.pddsPrimary!=NULL) && (scrn.pddsBack!=NULL) && (scrn.pddsZBuf!=NULL));
|
|
|
|
DX_DECLARE_CLEAN(DDSURFACEDESC2, ddsd_back);
|
|
DX_DECLARE_CLEAN(DDSURFACEDESC2, ddsd_zbuf);
|
|
|
|
scrn.pddsBack->GetSurfaceDesc(&ddsd_back);
|
|
scrn.pddsZBuf->GetSurfaceDesc(&ddsd_zbuf);
|
|
|
|
ULONG refcnt;
|
|
|
|
if((scrn.pddsBack!=NULL)&&(scrn.pddsZBuf!=NULL))
|
|
scrn.pddsBack->DeleteAttachedSurface(0x0,scrn.pddsZBuf);
|
|
|
|
RELEASE(scrn.pddsZBuf,dxgsg,"zbuffer",false);
|
|
RELEASE(scrn.pddsBack,dxgsg,"backbuffer",false);
|
|
RELEASE(scrn.pddsPrimary,dxgsg,"primary surface",false);
|
|
|
|
assert((scrn.pddsPrimary == NULL) && (scrn.pddsBack == NULL) && (scrn.pddsZBuf == NULL));
|
|
scrn.view_rect = viewrect;
|
|
|
|
DWORD renderWid = scrn.view_rect.right - scrn.view_rect.left;
|
|
DWORD renderHt = scrn.view_rect.bottom - scrn.view_rect.top;
|
|
|
|
ddsd_back.dwWidth = ddsd_zbuf.dwWidth = renderWid;
|
|
ddsd_back.dwHeight = ddsd_zbuf.dwHeight = renderHt;
|
|
|
|
DX_DECLARE_CLEAN(DDSURFACEDESC2, ddsd);
|
|
|
|
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
|
|
ddsd.dwFlags = DDSD_CAPS;
|
|
|
|
PRINTVIDMEM(scrn.pDD,&ddsd.ddsCaps,"resize primary surf");
|
|
HRESULT hr;
|
|
|
|
if (FAILED(hr = scrn.pDD->CreateSurface( &ddsd, &scrn.pddsPrimary, NULL ))) {
|
|
dxgsg_cat.fatal() << "resize() - CreateSurface failed for primary : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
if(!dx_full_screen) {
|
|
// Create a clipper object which handles all our clipping for cases when
|
|
// our window is partially obscured by other windows.
|
|
LPDIRECTDRAWCLIPPER Clipper;
|
|
|
|
if (FAILED(hr = scrn.pDD->CreateClipper( 0, &Clipper, NULL ))) {
|
|
dxgsg_cat.fatal()
|
|
<< "CreateClipper after resize failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
// Associate the clipper with our window. Note that, afterwards, the
|
|
// clipper is internally referenced by the primary surface, so it is safe
|
|
// to release our local reference to it.
|
|
Clipper->SetHWnd( 0, mwindow );
|
|
scrn.pddsPrimary->SetClipper( Clipper );
|
|
Clipper->Release();
|
|
}
|
|
|
|
// Recreate the backbuffer. (might want to handle failure due to running out of video memory)
|
|
|
|
ddsd_back.dwFlags |= DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; // just to make sure
|
|
ddsd_back.ddsCaps.dwCaps |= DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
|
|
|
|
PRINTVIDMEM(scrn.pDD,&ddsd_back.ddsCaps,"resize backbuffer surf");
|
|
|
|
if (FAILED(hr = scrn.pDD->CreateSurface( &ddsd_back, &scrn.pddsBack, NULL ))) {
|
|
dxgsg_cat.fatal() << "resize() - CreateSurface failed for backbuffer : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
PRINTVIDMEM(scrn.pDD,&ddsd_back.ddsCaps,"resize zbuffer surf");
|
|
|
|
// Recreate and attach a z-buffer.
|
|
if (FAILED(hr = scrn.pDD->CreateSurface( &ddsd_zbuf, &scrn.pddsZBuf, NULL ))) {
|
|
dxgsg_cat.fatal() << "resize() - CreateSurface failed for Z buffer: result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
// Attach the z-buffer to the back buffer.
|
|
if ((hr = scrn.pddsBack->AddAttachedSurface( scrn.pddsZBuf ) ) != DD_OK) {
|
|
dxgsg_cat.fatal() << "resize() - AddAttachedSurface failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
if ((hr = scrn.pD3DDevice->SetRenderTarget(scrn.pddsBack,0x0) ) != DD_OK) {
|
|
dxgsg_cat.fatal() << "resize() - SetRenderTarget failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
// Create the viewport
|
|
D3DVIEWPORT7 vp = { 0, 0, renderWid, renderHt, 0.0f, 1.0f};
|
|
hr = scrn.pD3DDevice->SetViewport( &vp );
|
|
if (hr != DD_OK) {
|
|
dxgsg_cat.fatal()
|
|
<< "SetViewport failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
if(_bShowFPSMeter)
|
|
SetFPSMeterPosition(scrn.view_rect);
|
|
}
|
|
|
|
bool refill_tex_callback(TextureContext *tc,void *void_dxgsg_ptr) {
|
|
DXTextureContext *dtc = DCAST(DXTextureContext, tc);
|
|
// DXGraphicsStateGuardian *dxgsg = (DXGraphicsStateGuardian *)void_dxgsg_ptr; not needed?
|
|
|
|
// Re-fill the contents of textures and vertex buffers
|
|
// which just got restored now.
|
|
HRESULT hr=dtc->FillDDSurfTexturePixels();
|
|
return hr==S_OK;
|
|
}
|
|
|
|
bool delete_tex_callback(TextureContext *tc,void *void_dxgsg_ptr) {
|
|
DXTextureContext *dtc = DCAST(DXTextureContext, tc);
|
|
|
|
// release DDSurf (but not the texture context)
|
|
dtc->DeleteTexture();
|
|
return true;
|
|
}
|
|
|
|
bool recreate_tex_callback(TextureContext *tc,void *void_dxgsg_ptr) {
|
|
DXTextureContext *dtc = DCAST(DXTextureContext, tc);
|
|
DXGraphicsStateGuardian *dxgsg = (DXGraphicsStateGuardian *)void_dxgsg_ptr;
|
|
|
|
// Re-fill the contents of textures and vertex buffers
|
|
// which just got restored now.
|
|
|
|
LPDIRECTDRAWSURFACE7 ddtex =
|
|
#ifdef USE_TEXFMTVEC
|
|
dtc->CreateTexture(dxgsg->scrn.pD3DDevice,scrn.TexPixFmts,&dxgsg->scrn.D3DDevDesc);
|
|
#else
|
|
dtc->CreateTexture(dxgsg->scrn.pD3DDevice,dxgsg->_cNumTexPixFmts,dxgsg->_pTexPixFmts,&dxgsg->scrn.D3DDevDesc);
|
|
#endif
|
|
return ddtex!=NULL;
|
|
}
|
|
|
|
// release all textures and vertex/index buffers
|
|
HRESULT DXGraphicsStateGuardian::DeleteAllVideoSurfaces(void) {
|
|
// BUGBUG: need to handle vertexbuffer handling here
|
|
|
|
// cant access template in libpanda.dll directly due to vc++ limitations, use traverser to get around it
|
|
traverse_prepared_textures(delete_tex_callback,this);
|
|
|
|
ULONG refcnt;
|
|
|
|
if(_bShowFPSMeter)
|
|
RELEASE(_fpsmeter_font_surf,dxgsg,"fpsmeter fontsurf",false);
|
|
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "release of all textures complete\n";
|
|
return S_OK;
|
|
}
|
|
|
|
// recreate all textures and vertex/index buffers
|
|
HRESULT DXGraphicsStateGuardian::RecreateAllVideoSurfaces(void) {
|
|
// BUGBUG: need to handle vertexbuffer handling here
|
|
|
|
// cant access template in libpanda.dll directly due to vc++ limitations, use traverser to get around it
|
|
traverse_prepared_textures(recreate_tex_callback,this);
|
|
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "recreation of all textures complete\n";
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT DXGraphicsStateGuardian::RestoreAllVideoSurfaces(void) {
|
|
// BUGBUG: this should also restore vertex buffer contents when they are implemented
|
|
// You will need to destroy and recreate
|
|
// optimized vertex buffers however, restoring is not enough.
|
|
|
|
HRESULT hr;
|
|
|
|
// note: could go through and just restore surfs that return IsLost() true
|
|
// apparently that isnt as reliable w/some drivers tho
|
|
if (FAILED(hr = scrn.pDD->RestoreAllSurfaces() )) {
|
|
dxgsg_cat.fatal() << "RestoreAllSurfs failed : result = " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
// cant access template in libpanda.dll directly due to vc++ limitations, use traverser to get around it
|
|
traverse_prepared_textures(refill_tex_callback,this);
|
|
|
|
if(_bShowFPSMeter)
|
|
FillFPSMeterTexture();
|
|
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "restore and refill of video surfaces complete...\n";
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: show_frame
|
|
// Access:
|
|
// Description: Repaint primary buffer from back buffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::show_frame(void) {
|
|
if(scrn.pddsPrimary==NULL)
|
|
return;
|
|
|
|
DO_PSTATS_STUFF(PStatTimer timer(_win->_swap_pcollector)); // this times just the flip, so it must go here in dxgsg, instead of wdxdisplay, which would time the whole frame
|
|
|
|
if(dx_full_screen) {
|
|
show_full_screen_frame();
|
|
} else {
|
|
show_windowed_frame();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: dxGraphicsStateGuardian::support_overlay_window
|
|
// Access: Public
|
|
// Description: Specifies whether dialog windows placed on top of the
|
|
// dx rendering window should be supported. This
|
|
// requires a bit of extra overhead, so it should only
|
|
// be activated when necessary; however, if it is not
|
|
// activated, a window that pops up over the fullscreen
|
|
// DX window (like a dialog box, or particularly like
|
|
// the IME composition or candidate windows) may not be
|
|
// visible.
|
|
//
|
|
// This is not necessary when running in windowed mode,
|
|
// but it does no harm.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
support_overlay_window(bool flag) {
|
|
if (_overlay_windows_supported && !flag) {
|
|
// Disable support for overlay windows.
|
|
_overlay_windows_supported = false;
|
|
|
|
if (dx_full_screen) {
|
|
scrn.pddsPrimary->SetClipper(NULL);
|
|
}
|
|
|
|
} else if (!_overlay_windows_supported && flag) {
|
|
// Enable support for overlay windows.
|
|
_overlay_windows_supported = true;
|
|
|
|
if (dx_full_screen) {
|
|
// Create a Clipper object to blt the whole screen.
|
|
LPDIRECTDRAWCLIPPER Clipper;
|
|
|
|
if (scrn.pDD->CreateClipper(0, &Clipper, NULL) == DD_OK) {
|
|
Clipper->SetHWnd(0, scrn.hWnd);
|
|
scrn.pddsPrimary->SetClipper(Clipper);
|
|
}
|
|
scrn.pDD->FlipToGDISurface();
|
|
Clipper->Release();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: show_full_screen_frame
|
|
// Access:
|
|
// Description: Repaint primary buffer from back buffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::show_full_screen_frame(void) {
|
|
HRESULT hr;
|
|
|
|
// Flip the front and back buffers, to make what we just rendered
|
|
// visible.
|
|
|
|
if(!_overlay_windows_supported) {
|
|
// Normally, we can just do the fast flip operation.
|
|
DWORD dwFlipFlags = DDFLIP_WAIT;
|
|
|
|
if (!dx_sync_video) {
|
|
// If the user indicated via Config that we shouldn't wait for
|
|
// video sync, then don't wait (if the hardware supports this).
|
|
// This will introduce visible artifacts like tearing, and may
|
|
// cause the frame rate to grow excessively (and pointlessly)
|
|
// high, starving out other processes.
|
|
dwFlipFlags |= DDFLIP_NOVSYNC;
|
|
// dwFlipFlags = DDFLIP_DONOTWAIT | DDFLIP_NOVSYNC;
|
|
}
|
|
|
|
// bugbug: dont we want triple buffering instead of wasting time
|
|
// waiting for vsync?
|
|
hr = scrn.pddsPrimary->Flip( NULL, dwFlipFlags);
|
|
} else {
|
|
// If we're asking for overlay windows, we have to blt instead of
|
|
// flip, so we don't lose the window.
|
|
hr = scrn.pddsPrimary->Blt( NULL, scrn.pddsBack, NULL, DDBLT_WAIT, NULL );
|
|
}
|
|
|
|
if(FAILED(hr)) {
|
|
if((hr == DDERR_SURFACELOST) || (hr == DDERR_SURFACEBUSY)) {
|
|
CheckCooperativeLevel();
|
|
} else {
|
|
dxgsg_cat.error() << "show_frame() - Flip failed w/unexpected error code: " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: show_windowed_frame
|
|
// Access: Public
|
|
// Description: Repaint primary buffer from back buffer (windowed
|
|
// mode only)
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::show_windowed_frame(void) {
|
|
HRESULT hr;
|
|
|
|
DX_DECLARE_CLEAN(DDBLTFX, bltfx);
|
|
|
|
if (dx_sync_video) {
|
|
// Wait for the video refresh *before* we blt the rendered image
|
|
// onto the window. This will (a) prevent the "tearing" of the
|
|
// image that would occur if only part of the image happened to be
|
|
// copied into the window before the video refresh occurred, and
|
|
// (b) prevent our frame rate from going excessively (and
|
|
// pointlessly) higher than our video refresh rate, starving out
|
|
// other processes.
|
|
|
|
// Unfortunately, when the system is even lightly loaded, this
|
|
// wait call sometimes appears to wait through multiple frames
|
|
// before returning, causing our frame rate to be unreasonably low
|
|
// and erratic. There doesn't appear to be any way to prevent
|
|
// this behavior; thus, we allow the user to avoid this wait,
|
|
// based on the Config settings.
|
|
|
|
bltfx.dwDDFX |= DDBLTFX_NOTEARING; // hmm, does any driver actually recognize this flag?
|
|
}
|
|
|
|
hr = scrn.pddsPrimary->Blt( &scrn.view_rect, scrn.pddsBack, NULL, DDBLT_DDFX | DDBLT_WAIT, &bltfx );
|
|
|
|
if (dx_sync_video) {
|
|
HRESULT hr = scrn.pDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, NULL);
|
|
if(hr != DD_OK) {
|
|
dxgsg_cat.error() << "WaitForVerticalBlank() failed : " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
}
|
|
|
|
if(FAILED(hr)) {
|
|
if((hr == DDERR_SURFACELOST) || (hr == DDERR_SURFACEBUSY)) {
|
|
CheckCooperativeLevel();
|
|
} else {
|
|
dxgsg_cat.error() << "show_frame() - Blt failed : " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
bool DXGraphicsStateGuardian::CheckCooperativeLevel(bool bDoReactivateWindow) {
|
|
|
|
HRESULT hr = scrn.pDD->TestCooperativeLevel();
|
|
|
|
if(SUCCEEDED(_last_testcooplevel_result)) {
|
|
if(SUCCEEDED(hr)) // this means this was just a safety check, dont need to restore surfs
|
|
return true;
|
|
|
|
// otherwise something just went wrong
|
|
|
|
HRESULT hr;
|
|
|
|
// TestCooperativeLevel returns DD_OK: If the current mode is same as the one which the App set.
|
|
// The following error is returned only for exclusivemode apps.
|
|
// DDERR_NOEXCLUSIVEMODE: Some other app took exclusive mode.
|
|
|
|
hr = scrn.pDD->TestCooperativeLevel();
|
|
|
|
HRESULT expected_error = (dx_full_screen ? DDERR_NOEXCLUSIVEMODE : DDERR_EXCLUSIVEMODEALREADYSET);
|
|
|
|
if(hr == expected_error) {
|
|
// This means that mode changes had taken place, surfaces
|
|
// were lost but still we are in the original mode, so we
|
|
// simply restore all surfaces and keep going.
|
|
|
|
if(dxgsg_cat.is_debug()) {
|
|
if(dx_full_screen)
|
|
dxgsg_cat.debug() << "Lost access to DDRAW exclusive mode, waiting to regain it...\n";
|
|
else dxgsg_cat.debug() << "Another app has DDRAW exclusive mode, waiting...\n";
|
|
}
|
|
|
|
if(_dx_ready) {
|
|
_win->deactivate_window();
|
|
_dx_ready = FALSE;
|
|
}
|
|
} else if(hr==DDERR_WRONGMODE) {
|
|
// This means that the desktop mode has changed
|
|
// need to destroy all of dx stuff and recreate everything
|
|
// back again, which is a big hit
|
|
dxgsg_cat.error() << "detected display mode change in TestCoopLevel, must recreate all DDraw surfaces, D3D devices, this is not handled yet. hr == " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
} else if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "unexpected return code from TestCoopLevel: " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
} else {
|
|
// testcooplvl was failing, handle case where it now succeeds
|
|
|
|
if(SUCCEEDED(hr)) {
|
|
if(_last_testcooplevel_result == DDERR_EXCLUSIVEMODEALREADYSET) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "other app relinquished exclusive mode, refilling surfs...\n";
|
|
} else if(_last_testcooplevel_result == DDERR_NOEXCLUSIVEMODE) {
|
|
if(dxgsg_cat.is_debug())
|
|
dxgsg_cat.debug() << "regained exclusive mode, refilling surfs...\n";
|
|
}
|
|
|
|
if(bDoReactivateWindow)
|
|
_win->reactivate_window(); //must reactivate window before you can restore surfaces (otherwise you are in WRONGVIDEOMODE, and DDraw RestoreAllSurfaces fails)
|
|
|
|
RestoreAllVideoSurfaces();
|
|
|
|
_dx_ready = TRUE;
|
|
|
|
} else if(hr==DDERR_WRONGMODE) {
|
|
// This means that the desktop mode has changed
|
|
// need to destroy all of dx stuff and recreate everything
|
|
// back again, which is a big hit
|
|
dxgsg_cat.error() << "detected desktop display mode change in TestCoopLevel, must recreate all DDraw surfaces & D3D devices, this is not handled yet. " << ConvD3DErrorToString(hr) << endl;
|
|
_win->close_window();
|
|
exit(1);
|
|
} else if((hr!=DDERR_NOEXCLUSIVEMODE) && (hr!=DDERR_EXCLUSIVEMODEALREADYSET)) {
|
|
dxgsg_cat.error() << "unexpected return code from TestCoopLevel: " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
}
|
|
|
|
_last_testcooplevel_result = hr;
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: handle_window_move
|
|
// Access:
|
|
// Description: we receive the new x and y position of the client
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::adjust_view_rect(int x, int y) {
|
|
if (scrn.view_rect.left != x || scrn.view_rect.top != y) {
|
|
scrn.view_rect.right = x + scrn.view_rect.right - scrn.view_rect.left;
|
|
scrn.view_rect.left = x;
|
|
scrn.view_rect.bottom = y + scrn.view_rect.bottom - scrn.view_rect.top;
|
|
scrn.view_rect.top = y;
|
|
|
|
// set_clipper(clip_rect);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLGraphicsStateGuardian::save_mipmap_images
|
|
// Access: Protected
|
|
// Description: Saves out each mipmap level of the indicated texture
|
|
// (which must also be the currently active texture in
|
|
// the GL state) as a separate image file to disk.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::read_mipmap_images(Texture *tex) {
|
|
Filename filename = tex->get_name();
|
|
string name;
|
|
if (filename.empty()) {
|
|
static index = 0;
|
|
name = "texture" + format_string(index);
|
|
index++;
|
|
} else {
|
|
name = filename.get_basename_wo_extension();
|
|
}
|
|
|
|
PixelBuffer *pb = tex->get_ram_image();
|
|
nassertv(pb != (PixelBuffer *)NULL);
|
|
|
|
GLenum external_format = get_external_image_format(pb->get_format());
|
|
GLenum type = get_image_type(pb->get_image_type());
|
|
|
|
int xsize = pb->get_xsize();
|
|
int ysize = pb->get_ysize();
|
|
|
|
// Specify byte-alignment for the pixels on output.
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
int mipmap_level = 0;
|
|
do {
|
|
xsize = max(xsize, 1);
|
|
ysize = max(ysize, 1);
|
|
|
|
PT(PixelBuffer) mpb =
|
|
new PixelBuffer(xsize, ysize, pb->get_num_components(),
|
|
pb->get_component_width(), pb->get_image_type(),
|
|
pb->get_format());
|
|
glGetTexImage(GL_TEXTURE_2D, mipmap_level, external_format,
|
|
type, mpb->_image);
|
|
Filename mipmap_filename = name + "_" + format_string(mipmap_level) + ".pnm";
|
|
nout << "Writing mipmap level " << mipmap_level
|
|
<< " (" << xsize << " by " << ysize << ") "
|
|
<< mipmap_filename << "\n";
|
|
mpb->write(mipmap_filename);
|
|
|
|
xsize >>= 1;
|
|
ysize >>= 1;
|
|
mipmap_level++;
|
|
} while (xsize > 0 && ysize > 0);
|
|
}
|
|
#endif
|
|
|
|
|
|
#if 0
|
|
//-----------------------------------------------------------------------------
|
|
// Name: SetViewMatrix()
|
|
// Desc: Given an eye point, a lookat point, and an up vector, this
|
|
// function builds a 4x4 view matrix.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom, D3DVECTOR& vAt,
|
|
D3DVECTOR& vWorldUp ) {
|
|
// Get the z basis vector, which points straight ahead. This is the
|
|
// difference from the eyepoint to the lookat point.
|
|
D3DVECTOR vView = vAt - vFrom;
|
|
|
|
float fLength = Magnitude( vView );
|
|
if (fLength < 1e-6f)
|
|
return E_INVALIDARG;
|
|
|
|
// Normalize the z basis vector
|
|
vView /= fLength;
|
|
|
|
// Get the dot product, and calculate the projection of the z basis
|
|
// vector onto the up vector. The projection is the y basis vector.
|
|
float fDotProduct = DotProduct( vWorldUp, vView );
|
|
|
|
D3DVECTOR vUp = vWorldUp - fDotProduct * vView;
|
|
|
|
// If this vector has near-zero length because the input specified a
|
|
// bogus up vector, let's try a default up vector
|
|
if (1e-6f > ( fLength = Magnitude( vUp ) )) {
|
|
vUp = D3DVECTOR( 0.0f, 1.0f, 0.0f ) - vView.y * vView;
|
|
|
|
// If we still have near-zero length, resort to a different axis.
|
|
if (1e-6f > ( fLength = Magnitude( vUp ) )) {
|
|
vUp = D3DVECTOR( 0.0f, 0.0f, 1.0f ) - vView.z * vView;
|
|
|
|
if (1e-6f > ( fLength = Magnitude( vUp ) ))
|
|
return E_INVALIDARG;
|
|
}
|
|
}
|
|
|
|
// Normalize the y basis vector
|
|
vUp /= fLength;
|
|
|
|
// The x basis vector is found simply with the cross product of the y
|
|
// and z basis vectors
|
|
D3DVECTOR vRight = CrossProduct( vUp, vView );
|
|
|
|
// Start building the matrix. The first three rows contains the basis
|
|
// vectors used to rotate the view to point at the lookat point
|
|
mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x; mat._14 = 0.0f;
|
|
mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y; mat._24 = 0.0f;
|
|
mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z; mat._34 = 0.0f;
|
|
|
|
// Do the translation values (rotations are still about the eyepoint)
|
|
mat._41 = - DotProduct( vFrom, vRight );
|
|
mat._42 = - DotProduct( vFrom, vUp );
|
|
mat._43 = - DotProduct( vFrom, vView );
|
|
mat._44 = 1.0f;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::prepare_geom_node
|
|
// Access: Public, Virtual
|
|
// Description: Prepares the indicated GeomNode for retained-mode
|
|
// rendering. If this function returns non-NULL, the
|
|
// value returned will be passed back to a future call
|
|
// to draw_geom_node(), which is expected to draw the
|
|
// contents of the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
GeomNodeContext *DXGraphicsStateGuardian::
|
|
prepare_geom_node(GeomNode *node) {
|
|
|
|
|
|
if(link_tristrips) {
|
|
for(int iGeom=0;iGeom<node->get_num_geoms();iGeom++) {
|
|
dDrawable *drawable1 = node->get_geom(iGeom);
|
|
|
|
if(!drawable1->is_of_type(Geom::get_class_type()))
|
|
continue;
|
|
|
|
Geom *geomptr=DCAST(Geom, drawable1);
|
|
assert(geomptr!=NULL);
|
|
|
|
if(!geomptr->is_of_type(GeomTristrip::get_class_type()))
|
|
continue;
|
|
|
|
GeomTristrip *me = DCAST(GeomTristrip, geomptr);
|
|
assert(me!=NULL);
|
|
|
|
int nPrims=me->get_num_prims();
|
|
if(nPrims==1)
|
|
continue;
|
|
|
|
if(dxgsg_cat.is_debug()) {
|
|
static bool bPrintedMsg=false;
|
|
if(!bPrintedMsg) {
|
|
dxgsg_cat.debug() << "linking tristrips together with degenerate tris\n";
|
|
bPrintedMsg=true;
|
|
}
|
|
}
|
|
|
|
bool bStripReversalNeeded;
|
|
unsigned int nOrigTotalVerts=0;
|
|
PTA_int new_lengths;
|
|
int p;
|
|
|
|
// sum things up so can reserve space for new vecs
|
|
for(p=0;p<nPrims;p++) {
|
|
nOrigTotalVerts+=me->get_length(p);
|
|
}
|
|
|
|
// could compute it exactly if I wanted to reproduce all the cTotalVertsOutputSoFar logic in the loop below
|
|
// might save on memory reallocations. try to overestimate using *3.
|
|
int cEstimatedTotalVerts=nOrigTotalVerts+nPrims*3-2;
|
|
|
|
#define INIT_ATTRVARS(ATTRNAME,PTA_TYPENAME) \
|
|
PTA_##PTA_TYPENAME old_##ATTRNAME##s,new_##ATTRNAME##s; \
|
|
PTA_ushort old_##ATTRNAME##_indices,new_##ATTRNAME##_indices; \
|
|
GeomBindType ATTRNAME##binding; \
|
|
me->get_##ATTRNAME##s(old_##ATTRNAME##s, ATTRNAME##binding, old_##ATTRNAME##_indices); \
|
|
\
|
|
PTA_##PTA_TYPENAME::iterator old_##ATTRNAME##_iter=old_##ATTRNAME##s.begin(); \
|
|
PTA_ushort::iterator old_##ATTRNAME##index_iter; \
|
|
\
|
|
if((ATTRNAME##binding!=G_OFF)&&(ATTRNAME##binding!=G_OVERALL)) { \
|
|
if(old_##ATTRNAME##_indices!=NULL) { \
|
|
old_##ATTRNAME##index_iter=old_##ATTRNAME##_indices.begin(); \
|
|
new_##ATTRNAME##_indices.reserve(cEstimatedTotalVerts); \
|
|
} else { \
|
|
new_##ATTRNAME##s.reserve(cEstimatedTotalVerts); \
|
|
} \
|
|
}
|
|
|
|
INIT_ATTRVARS(coord,Vertexf);
|
|
INIT_ATTRVARS(color,Colorf);
|
|
INIT_ATTRVARS(normal,Normalf);
|
|
INIT_ATTRVARS(texcoord,TexCoordf);
|
|
|
|
#define IsOdd(X) (((X) & 0x1)!=0)
|
|
|
|
uint cTotalVertsOutputSoFar=0;
|
|
int nVerts;
|
|
bool bAddExtraStartVert;
|
|
|
|
for(p=0;p<nPrims;p++) {
|
|
nVerts=me->get_length(p);
|
|
|
|
// if bStripStateStartsBackfacing, then if the current strip
|
|
// ends frontfacing, we can fix the problem by just reversing
|
|
// the current strip order. But if the current strip ends
|
|
// backfacing, this will not work, since last tri is encoded for backfacing slot
|
|
// so it will be incorrectly backfacing when you put it in a backfacing
|
|
// slot AND reverse the vtx order.
|
|
|
|
// insert an extra pad vertex at the beginning to force the
|
|
// strip backface-state parity to change (more expensive, since
|
|
// we make 1 more degen tri). We always want the first tri
|
|
// to start in a front-facing slot (unless it's a reversed end
|
|
|
|
bStripReversalNeeded = false;
|
|
bAddExtraStartVert=false;
|
|
|
|
if(p==0) {
|
|
cTotalVertsOutputSoFar+=nVerts+1;
|
|
} else {
|
|
if(!IsOdd(cTotalVertsOutputSoFar)) {
|
|
// we're starting on a backfacing slot
|
|
if(IsOdd(nVerts)) {
|
|
bStripReversalNeeded = true;
|
|
} else {
|
|
bAddExtraStartVert=true;
|
|
cTotalVertsOutputSoFar++;
|
|
}
|
|
}
|
|
|
|
cTotalVertsOutputSoFar+=nVerts+2;
|
|
if(p==nPrims-1)
|
|
cTotalVertsOutputSoFar--;
|
|
}
|
|
|
|
#define PERVERTEX_ATTRLOOP(OLDVERT_ITERATOR,NEWVERT_VECTOR,VECLENGTH,NUMSTARTPADDINGATTRS,NUMENDPADDINGATTRS) \
|
|
if(bStripReversalNeeded) { \
|
|
/* to preserve normal-direction property for backface-cull purposes, */ \
|
|
/* vtx order must be reversed*/ \
|
|
\
|
|
OLDVERT_ITERATOR+=((VECLENGTH)-1); /* start at last vert, and go back*/ \
|
|
/*dxgsg_cat.debug() << "doing reversal on strip " << p << " of length " << nVerts << endl;*/ \
|
|
\
|
|
if(p!=0) { \
|
|
/* copy first vert twice to link with last strip*/ \
|
|
for(int i=0;i<NUMSTARTPADDINGATTRS;i++) \
|
|
NEWVERT_VECTOR.push_back(*OLDVERT_ITERATOR); \
|
|
} \
|
|
\
|
|
for(int v=0;v<(VECLENGTH);v++,OLDVERT_ITERATOR--) { \
|
|
NEWVERT_VECTOR.push_back(*OLDVERT_ITERATOR); \
|
|
} \
|
|
\
|
|
OLDVERT_ITERATOR++; \
|
|
\
|
|
if(p!=(nPrims-1)) { \
|
|
/* copy last vert twice to link to next strip */ \
|
|
for(int i=0;i<NUMENDPADDINGATTRS;i++) \
|
|
NEWVERT_VECTOR.push_back(*OLDVERT_ITERATOR); \
|
|
} \
|
|
\
|
|
OLDVERT_ITERATOR+=(VECLENGTH); \
|
|
\
|
|
} else { \
|
|
if(p!=0) { \
|
|
/* copy first vert twice to link with last strip*/ \
|
|
for(int i=0;i<NUMSTARTPADDINGATTRS;i++) \
|
|
NEWVERT_VECTOR.push_back(*OLDVERT_ITERATOR); \
|
|
} \
|
|
\
|
|
for(int v=0;v<(VECLENGTH);v++,OLDVERT_ITERATOR++) \
|
|
NEWVERT_VECTOR.push_back(*OLDVERT_ITERATOR); \
|
|
\
|
|
if(p!=(nPrims-1)) { \
|
|
/* copy last vert twice to link to next strip */ \
|
|
for(int i=0;i<NUMENDPADDINGATTRS;i++) \
|
|
NEWVERT_VECTOR.push_back(*(OLDVERT_ITERATOR-1)); \
|
|
} \
|
|
}
|
|
|
|
|
|
#define CONVERT_ATTR_VECTOR(ATTRNAME) \
|
|
switch(ATTRNAME##binding) { \
|
|
case G_OFF: \
|
|
case G_OVERALL: \
|
|
break; \
|
|
\
|
|
case G_PER_PRIM: { \
|
|
/* must convert to per-component*/ \
|
|
/* nPrims*2+origTotalVerts-2 components */ \
|
|
int veclength=nVerts+2; \
|
|
if((p==0)||(p==(nPrims-1))) \
|
|
veclength--; \
|
|
if(bAddExtraStartVert) \
|
|
veclength++; \
|
|
\
|
|
if(old_##ATTRNAME##_indices!=NULL) { \
|
|
for(int v=0;v<veclength;v++) \
|
|
new_##ATTRNAME##_indices.push_back(*old_##ATTRNAME##index_iter); \
|
|
\
|
|
old_##ATTRNAME##index_iter++; /* move on to val for next strip*/ \
|
|
} else { \
|
|
for(int v=0;v<veclength;v++) \
|
|
new_##ATTRNAME##s.push_back(*old_##ATTRNAME##_iter); \
|
|
\
|
|
old_##ATTRNAME##_iter++; /* move on to val for next strip*/ \
|
|
} \
|
|
break; \
|
|
} \
|
|
\
|
|
case G_PER_COMPONENT: \
|
|
case G_PER_VERTEX: { \
|
|
int veclength,numstartcopies,numendcopies; \
|
|
\
|
|
if(ATTRNAME##binding==G_PER_VERTEX) { \
|
|
veclength=nVerts; \
|
|
numstartcopies=numendcopies=1; \
|
|
} else { \
|
|
veclength=nVerts-2; \
|
|
numstartcopies=numendcopies=2; \
|
|
} \
|
|
if(bAddExtraStartVert) \
|
|
numstartcopies++; \
|
|
\
|
|
if(old_##ATTRNAME##_indices!=NULL) { \
|
|
PERVERTEX_ATTRLOOP(old_##ATTRNAME##index_iter,new_##ATTRNAME##_indices,veclength,numstartcopies,numendcopies); \
|
|
} else { \
|
|
/* non-indexed case */ \
|
|
PERVERTEX_ATTRLOOP(old_##ATTRNAME##_iter,new_##ATTRNAME##s,veclength,numstartcopies,numendcopies); \
|
|
} \
|
|
} \
|
|
break; \
|
|
} \
|
|
|
|
|
|
CONVERT_ATTR_VECTOR(coord);
|
|
|
|
#ifdef _DEBUG
|
|
if(old_coord_indices==NULL)
|
|
assert(cTotalVertsOutputSoFar==new_coords.size());
|
|
else
|
|
assert(cTotalVertsOutputSoFar==new_coord_indices.size());
|
|
#endif
|
|
|
|
CONVERT_ATTR_VECTOR(color);
|
|
CONVERT_ATTR_VECTOR(normal);
|
|
CONVERT_ATTR_VECTOR(texcoord);
|
|
|
|
} // end per-Prim (strip) loop
|
|
|
|
if(old_coord_indices!=NULL) {
|
|
me->set_coords(old_coords, new_coord_indices);
|
|
new_lengths.push_back(new_coord_indices.size());
|
|
} else {
|
|
me->set_coords(new_coords);
|
|
new_lengths.push_back(new_coords.size());
|
|
}
|
|
|
|
me->set_lengths(new_lengths);
|
|
me->set_num_prims(1);
|
|
|
|
#define SET_NEW_ATTRIBS(ATTRNAME) \
|
|
if((ATTRNAME##binding!=G_OFF) && (ATTRNAME##binding!=G_OVERALL)) { \
|
|
if(ATTRNAME##binding==G_PER_PRIM) \
|
|
ATTRNAME##binding=G_PER_COMPONENT; \
|
|
if(old_##ATTRNAME##_indices==NULL) { \
|
|
me->set_##ATTRNAME##s(new_##ATTRNAME##s, ATTRNAME##binding); \
|
|
} else { \
|
|
me->set_##ATTRNAME##s(old_##ATTRNAME##s, ATTRNAME##binding, new_##ATTRNAME##_indices); \
|
|
} \
|
|
}
|
|
/*
|
|
int ii;
|
|
for( ii=0;ii<old_coords.size();ii++)
|
|
dxgsg_cat.debug() << "old coord[" << ii <<"] " << old_coords[ii] << endl;
|
|
dxgsg_cat.debug() << "=================\n";
|
|
for(ii=0;ii<new_coords.size();ii++)
|
|
dxgsg_cat.debug() << "new coord[" << ii <<"] " << new_coords[ii] << endl;
|
|
dxgsg_cat.debug() << "=================\n";
|
|
|
|
for( ii=0;ii<old_normals.size();ii++)
|
|
dxgsg_cat.debug() << "old norm[" << ii <<"] " << old_normals[ii] << endl;
|
|
dxgsg_cat.debug() << "=================\n";
|
|
for(ii=0;ii<new_normals.size();ii++)
|
|
dxgsg_cat.debug() << "new norm[" << ii <<"] " << new_normals[ii] << endl;
|
|
|
|
if(old_color_indices!=NULL) {
|
|
|
|
for( ii=0;ii<old_color_indices.size();ii++)
|
|
dxgsg_cat.debug() << "old colorindex[" << ii <<"] " << old_color_indices[ii] << endl;
|
|
dxgsg_cat.debug() << "=================\n";
|
|
for( ii=0;ii<new_color_indices.size();ii++)
|
|
dxgsg_cat.debug() << "new colorindex[" << ii <<"] " << new_color_indices[ii] << endl;
|
|
}
|
|
*/
|
|
|
|
SET_NEW_ATTRIBS(color);
|
|
SET_NEW_ATTRIBS(normal);
|
|
SET_NEW_ATTRIBS(texcoord);
|
|
|
|
me->make_dirty();
|
|
}
|
|
} // if(link_tristrips)
|
|
|
|
// for now, only using vertexbufs for static Geom, so
|
|
// Make sure we have at least some static Geoms in the GeomNode;
|
|
int cNumVerts=0,i,num_geoms = node->get_num_geoms();
|
|
|
|
// need to always put in space for color because we might have some scene-graph color we need to add?
|
|
// will that even work? I think we'd have to overwrite all the VB colors dynamically, and then restore
|
|
// them from somewhere if the global color goes away
|
|
|
|
DWORD fvfFlags=D3DFVF_XYZ;// | D3DFVF_DIFFUSE;
|
|
|
|
for (i = 0; (i < num_geoms); i++) {
|
|
dDrawable *drawable1 = node->get_geom(i);
|
|
if(!drawable1->is_of_type(Geom::get_class_type()))
|
|
continue;
|
|
|
|
Geom *geom=DCAST(Geom, drawable1);
|
|
assert(geom!=NULL);
|
|
|
|
DWORD new_fvfFlags=D3DFVF_XYZ;
|
|
|
|
if(!geom->is_dynamic()) {
|
|
cNumVerts+=geom->get_num_vertices();
|
|
if(geom->get_binding(G_COLOR) != G_OFF)
|
|
new_fvfFlags |= D3DFVF_DIFFUSE;
|
|
if(geom->get_binding(G_NORMAL) != G_OFF)
|
|
new_fvfFlags |= D3DFVF_NORMAL;
|
|
if(geom->get_binding(G_TEXCOORD) != G_OFF)
|
|
new_fvfFlags |= (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
|
|
}
|
|
if(i!=0) {
|
|
if(fvfFlags!=new_fvfFlags) {
|
|
// all primitives within a geom must use the same FVF type for the DrawPrim api
|
|
dxgsg_cat.error() << "error creating vertex buffer, geoms within geomnode require differing vertex data types!!\n";
|
|
exit(1);
|
|
}
|
|
} else fvfFlags=new_fvfFlags;
|
|
}
|
|
|
|
if(cNumVerts==0) {
|
|
// Never mind.
|
|
return (GeomNodeContext *)NULL;
|
|
}
|
|
|
|
if(cNumVerts>D3DMAXNUMVERTICES) {
|
|
dxgsg_cat.error() << "geom node contains more than " << D3DMAXNUMVERTICES << " vertices, cant create 1 vertex buffer\n";
|
|
exit(1);
|
|
}
|
|
|
|
// Ok, we've got something; use it.
|
|
DXGeomNodeContext *dx_gnc = new DXGeomNodeContext(node);
|
|
|
|
assert(dx_gnc!=NULL);
|
|
|
|
// right now there is a 1-1 correspondence b/w vertbufs and geomnodecontexts.
|
|
// later multiple geomnodecontexts will use the same vertbuf
|
|
|
|
HRESULT hr;
|
|
LPDIRECT3D7 pD3D;
|
|
|
|
assert(scrn.pD3DDevice!=NULL);
|
|
hr=scrn.pD3DDevice->GetDirect3D(&pD3D);
|
|
assert(!FAILED(hr));
|
|
LPDIRECT3DVERTEXBUFFER7 pD3DVertexBuffer;
|
|
DX_DECLARE_CLEAN(D3DVERTEXBUFFERDESC, VBdesc);
|
|
|
|
VBdesc.dwCaps = D3DVBCAPS_WRITEONLY;
|
|
VBdesc.dwCaps |= scrn.bIsTNLDevice ? 0x0 : D3DVBCAPS_SYSTEMMEMORY;
|
|
VBdesc.dwFVF=fvfFlags;
|
|
VBdesc.dwNumVertices=cNumVerts;
|
|
|
|
hr=pD3D->CreateVertexBuffer(&VBdesc,&pD3DVertexBuffer,0x0);
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error creating vertex buffer: " << ConvD3DErrorToString(hr) << endl;
|
|
delete dx_gnc;
|
|
exit(1);
|
|
}
|
|
|
|
dx_gnc->_pVB = pD3DVertexBuffer;
|
|
|
|
if(!scrn.bIsTNLDevice) {
|
|
// create VB for ProcessVerts to xform to
|
|
|
|
fvfFlags&=~D3DFVF_XYZ; // switch to xformed vert type
|
|
fvfFlags&=~D3DFVF_NORMAL; // xformed verts are also lighted, so no normals allowed
|
|
fvfFlags|=D3DFVF_XYZRHW;
|
|
VBdesc.dwFVF=fvfFlags;
|
|
|
|
hr=pD3D->CreateVertexBuffer(&VBdesc,&pD3DVertexBuffer,0x0);
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error creating xformed vertex buffer: " << ConvD3DErrorToString(hr) << endl;
|
|
delete dx_gnc;
|
|
exit(1);
|
|
}
|
|
|
|
dx_gnc->_pXformed_VB = pD3DVertexBuffer;
|
|
}
|
|
|
|
pD3D->Release();
|
|
|
|
dx_gnc->_num_verts=0;
|
|
dx_gnc->_start_index=0;
|
|
|
|
LPVOID pVertData=NULL;
|
|
DWORD dwVBFlags = DDLOCK_NOOVERWRITE | DDLOCK_NOSYSLOCK | DDLOCK_SURFACEMEMORYPTR |
|
|
DDLOCK_WAIT | DDLOCK_DISCARDCONTENTS;
|
|
|
|
hr=dx_gnc->_pVB->Lock(dwVBFlags,&pVertData,NULL);
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error locking vertex buffer: " << ConvD3DErrorToString(hr) << endl;
|
|
delete dx_gnc;
|
|
exit(1);
|
|
}
|
|
|
|
assert(pVertData!=NULL);
|
|
_pCurrentGeomContext = dx_gnc;
|
|
_pCurrentGeomContext->_pEndofVertData=(BYTE*)pVertData;
|
|
_bDrawPrimDoSetupVertexBuffer = true;
|
|
|
|
|
|
for (i = 0; (i < num_geoms); i++) {
|
|
dDrawable *drawable1 = node->get_geom(i);
|
|
if(!drawable1->is_of_type(Geom::get_class_type()))
|
|
continue;
|
|
|
|
Geom *geom=DCAST(Geom, drawable1);
|
|
assert(geom!=NULL);
|
|
|
|
if(geom->is_dynamic()) {
|
|
dx_gnc->_other_geoms.push_back(geom);
|
|
} else {
|
|
dx_gnc->_cached_geoms.push_back(geom);
|
|
node->get_geom(i)->draw(this);
|
|
}
|
|
}
|
|
|
|
_bDrawPrimDoSetupVertexBuffer = false;
|
|
_pCurrentGeomContext->_pEndofVertData=NULL;
|
|
_pCurrentGeomContext = NULL;
|
|
|
|
hr=dx_gnc->_pVB->Unlock();
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error unlocking vertex buffer: " << ConvD3DErrorToString(hr) << endl;
|
|
delete dx_gnc;
|
|
exit(1);
|
|
}
|
|
|
|
assert(cNumVerts==dx_gnc->_num_verts);
|
|
|
|
hr=dx_gnc->_pVB->Optimize(scrn.pD3DDevice,0x0);
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error optimizing vertex buffer: " << ConvD3DErrorToString(hr) << endl;
|
|
delete dx_gnc;
|
|
exit(1);
|
|
}
|
|
|
|
if(dxgsg_cat.is_spam())
|
|
dxgsg_cat.spam() << "creating vertex buffer of size: " << cNumVerts << endl;
|
|
|
|
#if 0 //DO_PSTATS
|
|
float num_verts_after =
|
|
_vertices_tristrip_pcollector.get_level() +
|
|
_vertices_trifan_pcollector.get_level() +
|
|
_vertices_tri_pcollector.get_level() +
|
|
_vertices_other_pcollector.get_level();
|
|
float num_verts = num_verts_after - num_verts_before;
|
|
ggnc->_num_verts = (int)(num_verts + 0.5);
|
|
#endif
|
|
|
|
bool inserted = mark_prepared_geom_node(dx_gnc);
|
|
|
|
// If this assertion fails, the same GeomNode was prepared twice,
|
|
// which shouldn't be possible, since the GeomNode itself should
|
|
// detect this.
|
|
nassertr(inserted, NULL);
|
|
|
|
return dx_gnc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::draw_geom_node
|
|
// Access: Public, Virtual
|
|
// Description: Draws a GeomNode previously indicated by a call to
|
|
// prepare_geom_node().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
draw_geom_node(GeomNode *node, GeomNodeContext *gnc) {
|
|
|
|
uint i,num_geoms = node->get_num_geoms();
|
|
|
|
if (gnc == (GeomNodeContext *)NULL) {
|
|
|
|
// We don't have a saved context; just draw the GeomNode in
|
|
// immediate mode.
|
|
for (i = 0; i < num_geoms; i++) {
|
|
node->get_geom(i)->draw(this);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// We do have a saved context; use it.
|
|
add_to_geom_node_record(gnc);
|
|
DXGeomNodeContext *dx_gnc = DCAST(DXGeomNodeContext, gnc);
|
|
|
|
#ifdef _DEBUG
|
|
assert(dx_gnc->_pVB!=NULL);
|
|
assert((!scrn.bIsTNLDevice)==(dx_gnc->_pXformed_VB!=NULL));
|
|
#endif
|
|
|
|
if(!scrn.bIsTNLDevice) {
|
|
HRESULT hr;
|
|
|
|
DWORD PVOp=D3DVOP_CLIP | D3DVOP_TRANSFORM | D3DVOP_EXTENTS;
|
|
|
|
D3DVERTEXBUFFERDESC VBdesc;
|
|
VBdesc.dwSize=sizeof(VBdesc);
|
|
hr=dx_gnc->_pVB->GetVertexBufferDesc(&VBdesc); // would be useful to keep fvf in vertbuf struct to avoid having to do this
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error in getvbdesc: " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
if(_lighting_enabled && (VBdesc.dwFVF & D3DFVF_NORMAL)) {
|
|
PVOp|=D3DVOP_LIGHT;
|
|
}
|
|
|
|
hr=dx_gnc->_pXformed_VB->ProcessVertices(PVOp,0,dx_gnc->_num_verts,dx_gnc->_pVB,0,scrn.pD3DDevice,0x0);
|
|
if(FAILED(hr)) {
|
|
dxgsg_cat.error() << "error in ProcessVertices: " << ConvD3DErrorToString(hr) << endl;
|
|
exit(1);
|
|
}
|
|
|
|
// disable clipping, since VB is already xformed and clipped
|
|
if(_clipping_enabled)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING, false);
|
|
}
|
|
|
|
// assume we need gouraud for now. we can make this more complex to select flat conditionally later
|
|
set_shademode(D3DSHADE_GOURAUD);
|
|
int cur_startvert=dx_gnc->_start_index;
|
|
|
|
for (i = 0; i < dx_gnc->_cached_geoms.size(); i++) {
|
|
// I think we can just draw them directly? since cant account for issued stuff (since
|
|
// its already encoded in the VB), and we can set the renderstates here (e.g. gouraud mode)
|
|
// dx_gnc->_cached_geoms[i]->draw(this);
|
|
|
|
DPInfo *dpi=&dx_gnc->_PrimInfo[i];
|
|
|
|
LPDIRECT3DVERTEXBUFFER7 pVB;
|
|
if(scrn.bIsTNLDevice) {
|
|
pVB=dx_gnc->_pVB;
|
|
} else {
|
|
pVB=dx_gnc->_pXformed_VB;
|
|
}
|
|
|
|
HRESULT hr = scrn.pD3DDevice->DrawPrimitiveVB(dpi->primtype,pVB,cur_startvert,dpi->nVerts,0x0);
|
|
TestDrawPrimFailure(DrawPrim,hr,scrn.pDD,dpi->nVerts,0);
|
|
|
|
cur_startvert+=dpi->nVerts;
|
|
}
|
|
|
|
if((!scrn.bIsTNLDevice) && _clipping_enabled)
|
|
scrn.pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING, true);
|
|
|
|
// Also draw all the dynamic Geoms.
|
|
for (i = 0; i < dx_gnc->_other_geoms.size(); i++) {
|
|
dx_gnc->_other_geoms[i]->draw(this);
|
|
}
|
|
|
|
#if 0 //def DO_PSTATS
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
_vertices_display_list_pcollector.add_level(dx_gnc->_num_verts);
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian::release_geom_node
|
|
// Access: Public, Virtual
|
|
// Description: Frees the resources previously allocated via a call
|
|
// to prepare_geom_node(), including deleting the
|
|
// GeomNodeContext itself, if necessary.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian::
|
|
release_geom_node(GeomNodeContext *gnc) {
|
|
if (gnc != (GeomNodeContext *)NULL) {
|
|
DXGeomNodeContext *dx_gnc = DCAST(DXGeomNodeContext, gnc);
|
|
|
|
bool erased = unmark_prepared_geom_node(dx_gnc);
|
|
|
|
// If this assertion fails, a GeomNode was released that hadn't
|
|
// been prepared (or a GeomNode was released twice).
|
|
nassertv(erased);
|
|
|
|
dx_gnc->_node->clear_gsg(this);
|
|
delete dx_gnc; // should release vertex buffer
|
|
}
|
|
}
|