mirror of
https://github.com/panda3d/panda3d.git
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5423 lines
193 KiB
C++
5423 lines
193 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 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "dxGraphicsStateGuardian8.h"
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#include "config_dxgsg8.h"
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#include <d3dx8.h>
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#include "displayRegion.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 "graphicsEngine.h"
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#include "lens.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 "textureAttrib.h"
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#include "texGenAttrib.h"
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#include "lightAttrib.h"
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#include "shadeModelAttrib.h"
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#include "cullFaceAttrib.h"
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#include "transparencyAttrib.h"
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#include "alphaTestAttrib.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 "rescaleNormalAttrib.h"
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#include "fogAttrib.h"
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#include "depthOffsetAttrib.h"
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#include "fog.h"
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#include "throw_event.h"
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#include "qpgeomVertexFormat.h"
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#include "qpgeomVertexData.h"
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#include "qpgeomTriangles.h"
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#include "qpgeomTristrips.h"
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#include "qpgeomTrifans.h"
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#include "qpgeomLines.h"
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#include "qpgeomLinestrips.h"
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#include "qpgeomPoints.h"
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#include "qpGeomVertexReader.h"
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#include "dxGeomMunger8.h"
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#include "config_gobj.h"
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#include "dxVertexBufferContext8.h"
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#include "dxIndexBufferContext8.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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// disable nameless struct 'warning'
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#pragma warning (disable : 4201)
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#include <mmsystem.h>
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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_RESOURCESTATS // uses d3d GetInfo
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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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//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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TypeHandle DXGraphicsStateGuardian8::_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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static D3DMATRIX matIdentity;
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#define __D3DLIGHT_RANGE_MAX ((float)sqrt(FLT_MAX)) //for some reason this is missing in dx8 hdrs
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#ifdef COUNT_DRAWPRIMS
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// instead of this use nvidia stat drvr or GetInfo VtxStats?
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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 IDirect3DTexture8 *pLastTexture=NULL;
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static DWORD cDP_noTexChangeCount=0;
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static LPDIRECT3DDEVICE8 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) D3DCOLOR_COLORVALUE(r,g,b,a))
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#if defined(DO_PSTATS) || defined(PRINT_RESOURCESTATS)
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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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void DXGraphicsStateGuardian8::
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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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#if defined(_DEBUG) || defined(COUNT_DRAWPRIMS)
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typedef enum {DrawPrim,DrawIndexedPrim} DP_Type;
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static const char *DP_Type_Strs[3] = {"DrawPrimitive","DrawIndexedPrimitive"};
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void INLINE TestDrawPrimFailure(DP_Type dptype,HRESULT hr,IDirect3DDevice8 *pD3DDevice,DWORD nVerts,DWORD nTris) {
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if(FAILED(hr)) {
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// loss of exclusive mode is not a real DrawPrim problem, ignore it
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HRESULT testcooplvl_hr = pD3DDevice->TestCooperativeLevel();
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if((testcooplvl_hr != D3DERR_DEVICELOST)||(testcooplvl_hr != D3DERR_DEVICENOTRESET)) {
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dxgsg8_cat.fatal() << DP_Type_Strs[dptype] << "() failed: result = " << D3DERRORSTRING(hr);
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exit(1);
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}
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}
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CountDPs(nVerts,nTris);
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}
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#else
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#define TestDrawPrimFailure(a,b,c,nVerts,nTris) CountDPs(nVerts,nTris);
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#endif
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void DXGraphicsStateGuardian8::
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reset_panda_gsg(void) {
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GraphicsStateGuardian::reset();
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_auto_rescale_normal = false;
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// overwrite gsg defaults with these values
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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_back
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// RenderBuffer::T_depth |
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// RenderBuffer::T_stencil |
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// RenderBuffer::T_accum
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);
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// stmt below is incorrect for general mono displays, need both right and left flags set.
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// stereo not supported in dx8
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// _buffer_mask &= ~RenderBuffer::T_right;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian8::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian8::
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DXGraphicsStateGuardian8(const FrameBufferProperties &properties) :
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GraphicsStateGuardian(properties, CS_yup_left)
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{
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reset_panda_gsg();
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_pScrn = NULL;
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_pD3DDevice = NULL;
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_bDXisReady = false;
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_transform_stale = false;
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_vertex_blending_enabled = false;
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_overlay_windows_supported = false;
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_pFvfBufBasePtr = NULL;
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_index_buf=NULL;
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_active_vbuffer = NULL;
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_active_ibuffer = NULL;
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// _max_light_range = __D3DLIGHT_RANGE_MAX;
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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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_cur_read_pixel_buffer=RenderBuffer::T_front;
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set_color_clear_value(_color_clear_value);
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// DirectX drivers seem to consistently invert the texture when
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// they copy framebuffer-to-texture. Ok.
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_copy_texture_inverted = true;
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// D3DRS_POINTSPRITEENABLE doesn't seem to support remapping the
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// texture coordinates via a texture matrix, a fatal flaw. Without
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// that support, we don't advertise this capability, and fall back
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// to always generating quads for textured sprites.
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_supported_geom_rendering =
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qpGeom::GR_point | qpGeom::GR_point_uniform_size |
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qpGeom::GR_point_perspective | /* qpGeom::GR_point_sprite |*/
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qpGeom::GR_triangle_strip | qpGeom::GR_triangle_fan |
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qpGeom::GR_flat_first_vertex;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian8::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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DXGraphicsStateGuardian8::
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~DXGraphicsStateGuardian8() {
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if (IS_VALID_PTR(_pD3DDevice))
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_pD3DDevice->SetTexture(0, NULL); // this frees reference to the old texture
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_pCurTexContext = NULL;
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//free_d3d_device(); ???
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free_nondx_resources();
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian8::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. The GraphicsWindow pointer represents a
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// typical window that might be used for this context;
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// it may be required to set up the frame buffer
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// properly the first time.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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reset() {
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reset_panda_gsg();
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dxgsg8_cat.error() << "DXGSG reset() not implemented properly yet!\n";
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// what else do we need to do?
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// delete all the objs too, right?
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// need to do a
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//dx_init();
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}
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// setup up for re-calling dx_init(), this is not the final exit cleanup routine (see dx_cleanup)
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void DXGraphicsStateGuardian8::
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free_d3d_device(void) {
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// dont want a full reset of gsg, just a state clear
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set_state(RenderState::make_empty());
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// want gsg to pass all state settings through
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_bDXisReady = false;
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if(_pD3DDevice!=NULL)
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for(int i=0;i<D3D_MAXTEXTURESTAGES;i++)
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_pD3DDevice->SetTexture(i,NULL); // d3d should release this stuff internally anyway, but whatever
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DeleteAllDeviceObjects();
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if (_pD3DDevice!=NULL)
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RELEASE(_pD3DDevice,dxgsg8,"d3dDevice",RELEASE_DOWN_TO_ZERO);
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free_nondx_resources();
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// obviously we dont release ID3D8, just ID3DDevice8
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian8::free_nondx_resources
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// Access: Public
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// Description: Frees some memory that was explicitly allocated
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// within the dxgsg.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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free_nondx_resources() {
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// this must not release any objects associated with D3D/DX!
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// those should be released in free_dxgsg_objects instead
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if (_index_buf != NULL) {
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SAFE_DELETE_ARRAY(_index_buf);
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_index_buf = NULL;
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}
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if (_pFvfBufBasePtr != NULL) {
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SAFE_DELETE_ARRAY(_pFvfBufBasePtr);
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_pFvfBufBasePtr = NULL;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian8::reset
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// Access: Public, Virtual
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// Description: Handles initialization which assumes that DX has already been
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// set up.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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dx_init(void) {
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HRESULT hr;
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// make sure gsg passes all current state down to us
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set_state(RenderState::make_empty());
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// want gsg to pass all state settings down so any non-matching defaults we set here get overwritten
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assert(_pScrn->pD3D8!=NULL);
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assert(_pD3DDevice!=NULL);
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D3DCAPS8 d3dCaps;
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_pD3DDevice->GetDeviceCaps(&d3dCaps);
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if (dxgsg8_cat.is_debug()) {
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dxgsg8_cat.debug()
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<< "\nHwTransformAndLight = " << ((d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0)
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<< "\nMaxTextureWidth = " << d3dCaps.MaxTextureWidth
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<< "\nMaxTextureHeight = " << d3dCaps.MaxTextureHeight
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<< "\nMaxVolumeExtent = " << d3dCaps.MaxVolumeExtent
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<< "\nMaxTextureAspectRatio = " << d3dCaps.MaxTextureAspectRatio
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<< "\nTexCoordCount = " << (d3dCaps.FVFCaps & D3DFVFCAPS_TEXCOORDCOUNTMASK)
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<< "\nMaxTextureBlendStages = " << d3dCaps.MaxTextureBlendStages
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<< "\nMaxSimultaneousTextures = " << d3dCaps.MaxSimultaneousTextures
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<< "\nMaxActiveLights = " << d3dCaps.MaxActiveLights
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<< "\nMaxUserClipPlanes = " << d3dCaps.MaxUserClipPlanes
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<< "\nMaxVertexBlendMatrices = " << d3dCaps.MaxVertexBlendMatrices
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<< "\nMaxVertexBlendMatrixIndex = " << d3dCaps.MaxVertexBlendMatrixIndex
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<< "\nMaxPointSize = " << d3dCaps.MaxPointSize
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<< "\nMaxPrimitiveCount = " << d3dCaps.MaxPrimitiveCount
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<< "\nMaxVertexIndex = " << d3dCaps.MaxVertexIndex
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<< "\nMaxStreams = " << d3dCaps.MaxStreams
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<< "\nMaxStreamStride = " << d3dCaps.MaxStreamStride
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<< "\n";
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}
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_max_vertex_transforms = d3dCaps.MaxVertexBlendMatrices;
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_max_vertex_transform_indices = d3dCaps.MaxVertexBlendMatrixIndex;
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ZeroMemory(&_lmodel_ambient,sizeof(Colorf));
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_pD3DDevice->SetRenderState(D3DRS_AMBIENT, 0x0);
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if(_pFvfBufBasePtr==NULL)
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_pFvfBufBasePtr = new BYTE[VERT_BUFFER_SIZE]; // allocate storage for vertex info.
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if(_index_buf==NULL)
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_index_buf = new WORD[PANDA_MAXNUMVERTS]; // allocate storage for vertex index info.
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_pCurFvfBufPtr = NULL;
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_clip_plane_bits = 0;
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_pD3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE , 0x0);
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_pD3DDevice->SetRenderState(D3DRS_CLIPPING, true);
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_clipping_enabled = true;
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// these both reflect d3d defaults
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_color_writemask = 0xFFFFFFFF;
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_CurFVFType = 0x0; // guards SetVertexShader fmt
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_bGouraudShadingOn = true;
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_pD3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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// this specifies if lighting model uses material color or vertex color
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// (not related to gouraud/flat shading)
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// _pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, true);
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_depth_test_enabled = true;
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_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, _depth_test_enabled);
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_pCurTexContext = NULL;
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_line_smooth_enabled = false;
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_pD3DDevice->SetRenderState(D3DRS_EDGEANTIALIAS, false);
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_color_material_enabled = false;
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_depth_test_enabled = D3DZB_FALSE;
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_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
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_blend_enabled = false;
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_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, (DWORD)_blend_enabled);
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// just use whatever d3d defaults to here
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_pD3DDevice->GetRenderState(D3DRS_SRCBLEND, (DWORD*)&_blend_source_func);
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_pD3DDevice->GetRenderState(D3DRS_DESTBLEND, (DWORD*)&_blend_dest_func);
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_fog_enabled = false;
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_pD3DDevice->SetRenderState(D3DRS_FOGENABLE, _fog_enabled);
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_projection_mat = LMatrix4f::ident_mat();
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_has_scene_graph_color = false;
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// Apply a default material when materials are turned off.
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Material empty;
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apply_material(&empty);
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// GL stuff that hasnt been translated to DX
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// none of these are implemented
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//_multisample_enabled = false; // bugbug: translate this to dx_multisample_antialiasing_level?
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//_point_smooth_enabled = false;
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// _scissor_enabled = false;
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// _multisample_alpha_one_enabled = false;
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// _multisample_alpha_mask_enabled = false;
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// _line_width = 1.0f;
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// _point_size = 1.0f;
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#ifdef COUNT_DRAWPRIMS
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global_pD3DDevice = pDevice;
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#endif
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_bDrawPrimDoSetupVertexBuffer = false;
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_last_testcooplevel_result = D3D_OK;
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for(int i=0;i<MAX_POSSIBLE_TEXFMTS;i++) {
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// look for all possible DX8 texture fmts
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D3DFORMAT_FLAG fmtflag=D3DFORMAT_FLAG(1<<i);
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hr = _pScrn->pD3D8->CheckDeviceFormat(_pScrn->CardIDNum,D3DDEVTYPE_HAL,_pScrn->DisplayMode.Format,
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0x0,D3DRTYPE_TEXTURE,g_D3DFORMATmap[fmtflag]);
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if(SUCCEEDED(hr)){
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_pScrn->SupportedTexFmtsMask|=fmtflag;
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}
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}
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// s3 virge drivers sometimes give crap values for these
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if(_pScrn->d3dcaps.MaxTextureWidth==0)
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_pScrn->d3dcaps.MaxTextureWidth=256;
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if(_pScrn->d3dcaps.MaxTextureHeight==0)
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_pScrn->d3dcaps.MaxTextureHeight=256;
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#define REQUIRED_DESTBLENDCAPS (D3DPBLENDCAPS_ZERO|D3DPBLENDCAPS_ONE| D3DPBLENDCAPS_SRCALPHA)
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#define REQUIRED_SRCBLENDCAPS (D3DPBLENDCAPS_ZERO|D3DPBLENDCAPS_ONE| D3DPBLENDCAPS_INVSRCALPHA)
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|
|
if (((_pScrn->d3dcaps.SrcBlendCaps & REQUIRED_SRCBLENDCAPS)!=REQUIRED_SRCBLENDCAPS) ||
|
|
((_pScrn->d3dcaps.DestBlendCaps & REQUIRED_DESTBLENDCAPS)!=REQUIRED_DESTBLENDCAPS)) {
|
|
dxgsg8_cat.error() << "device is missing alpha blending capabilities, blending may not work correctly: SrcBlendCaps: 0x"<< (void*) _pScrn->d3dcaps.SrcBlendCaps << " DestBlendCaps: "<< (void*) _pScrn->d3dcaps.DestBlendCaps << endl;
|
|
}
|
|
|
|
// just 'require' bilinear with mip nearest.
|
|
#define REQUIRED_TEXFILTERCAPS (D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MINFLINEAR)
|
|
|
|
if ((_pScrn->d3dcaps.TextureFilterCaps & REQUIRED_TEXFILTERCAPS)!=REQUIRED_TEXFILTERCAPS) {
|
|
dxgsg8_cat.error() << "device is missing texture bilinear filtering capability, textures may appear blocky! TextureFilterCaps: 0x"<< (void*) _pScrn->d3dcaps.TextureFilterCaps << endl;
|
|
}
|
|
|
|
#define TRILINEAR_MIPMAP_TEXFILTERCAPS (D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MINFLINEAR)
|
|
|
|
// give a warning if we dont at least have bilinear + nearest mip filtering
|
|
if (!(_pScrn->d3dcaps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)) {
|
|
if(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "device does not have mipmap texturing filtering capability! TextureFilterCaps: 0x"<< (void*) _pScrn->d3dcaps.TextureFilterCaps << endl;
|
|
dx_ignore_mipmaps = TRUE;
|
|
} else if ((_pScrn->d3dcaps.TextureFilterCaps & TRILINEAR_MIPMAP_TEXFILTERCAPS)!=TRILINEAR_MIPMAP_TEXFILTERCAPS) {
|
|
if(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "device is missing tri-linear mipmap filtering capability, textures may look crappy\n";
|
|
} else if(_pScrn->d3dcaps.DevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES) {
|
|
// this cap is pretty much voodoo2-specific
|
|
// turn off trilinear filtering on voodoo2 since it doubles the reqd texture memory, degrade to mip point filtering
|
|
_pScrn->d3dcaps.TextureFilterCaps &= (~D3DPTFILTERCAPS_MIPFLINEAR);
|
|
}
|
|
|
|
#define REQUIRED_TEXBLENDCAPS (D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2)
|
|
if ((_pScrn->d3dcaps.TextureOpCaps & REQUIRED_TEXBLENDCAPS)!=REQUIRED_TEXBLENDCAPS) {
|
|
dxgsg8_cat.error() << "device is missing some required texture blending capabilities, texture blending may not work properly! TextureOpCaps: 0x"<< (void*) _pScrn->d3dcaps.TextureOpCaps << endl;
|
|
}
|
|
|
|
if(_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) {
|
|
// watch out for drivers that emulate per-pixel fog with per-vertex fog (Riva128, Matrox Millen G200)
|
|
// some of these require gouraud-shading to be set to work, as if you were using vertex fog
|
|
_doFogType=PerPixelFog;
|
|
} else {
|
|
// every card is going to have vertex fog, since it's implemented in d3d runtime
|
|
assert((_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGVERTEX )!=0);
|
|
|
|
// vtx fog may look crappy if you have large polygons in the foreground and they get clipped,
|
|
// so you may want to disable it
|
|
|
|
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 && (_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE))
|
|
_pD3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, true);
|
|
}
|
|
}
|
|
|
|
_pScrn->bCanDirectDisableColorWrites=((_pScrn->d3dcaps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE)!=0);
|
|
|
|
// Lighting, let's turn it off by default
|
|
_pD3DDevice->SetRenderState(D3DRS_LIGHTING, false);
|
|
|
|
// turn on dithering if the rendertarget is < 8bits/color channel
|
|
_dither_enabled = ((!dx_no_dithering) && IS_16BPP_DISPLAY_FORMAT(_pScrn->PresParams.BackBufferFormat)
|
|
&& (_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_DITHER));
|
|
_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, _dither_enabled);
|
|
|
|
_pD3DDevice->SetRenderState(D3DRS_CLIPPING,true);
|
|
|
|
// Stencil test is off by default
|
|
_stencil_test_enabled = false;
|
|
_pD3DDevice->SetRenderState(D3DRS_STENCILENABLE, _stencil_test_enabled);
|
|
|
|
// Antialiasing.
|
|
enable_line_smooth(false);
|
|
// enable_multisample(true);
|
|
|
|
_current_fill_mode = RenderModeAttrib::M_filled;
|
|
_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
|
|
// 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 = TextureApplyAttrib::M_modulate;
|
|
SetTextureBlendMode(_CurTexBlendMode,false);
|
|
_texturing_enabled = false;
|
|
_pD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_DISABLE); // disables texturing
|
|
|
|
// Init more Texture State
|
|
_CurTexMagFilter=_CurTexMinFilter=_CurTexMipFilter=D3DTEXF_NONE;
|
|
_CurTexWrapModeU=_CurTexWrapModeV=Texture::WM_clamp;
|
|
_CurTexAnisoDegree=1;
|
|
|
|
// this code must match apply_texture() code for states above
|
|
// so DX TSS renderstate matches dxgsg state
|
|
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_NONE);
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MAXANISOTROPY,_CurTexAnisoDegree);
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESSU,get_texture_wrap_mode(_CurTexWrapModeU));
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESSV,get_texture_wrap_mode(_CurTexWrapModeV));
|
|
|
|
#ifdef _DEBUG
|
|
if ((_pScrn->d3dcaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) &&
|
|
(dx_global_miplevel_bias!=0.0f)) {
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&dx_global_miplevel_bias)) );
|
|
}
|
|
#endif
|
|
|
|
_cull_face_mode = CullFaceAttrib::M_cull_none;
|
|
_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
|
|
_alpha_func = D3DCMP_ALWAYS;
|
|
_alpha_func_refval = 1.0f;
|
|
_pD3DDevice->SetRenderState(D3DRS_ALPHAFUNC, _alpha_func);
|
|
_pD3DDevice->SetRenderState(D3DRS_ALPHAREF, (UINT)(_alpha_func_refval*255.0f));
|
|
_alpha_test_enabled = false;
|
|
_pD3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, _alpha_test_enabled);
|
|
|
|
// this is a new DX8 state that lets you do additional operations other than ADD (e.g. subtract/max/min)
|
|
// must check (_pScrn->d3dcaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) (yes on GF2/Radeon8500, no on TNT)
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP,D3DBLENDOP_ADD);
|
|
|
|
PRINT_REFCNT(dxgsg8,_pD3DDevice);
|
|
|
|
// Make sure the DX state matches all of our initial attribute states.
|
|
CPT(RenderAttrib) dta = DepthTestAttrib::make(DepthTestAttrib::M_less);
|
|
CPT(RenderAttrib) dwa = DepthWriteAttrib::make(DepthWriteAttrib::M_on);
|
|
CPT(RenderAttrib) cfa = CullFaceAttrib::make(CullFaceAttrib::M_cull_clockwise);
|
|
|
|
dta->issue(this);
|
|
dwa->issue(this);
|
|
cfa->issue(this);
|
|
|
|
PRINT_REFCNT(dxgsg8,_pD3DDevice);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
support_overlay_window(bool flag) {
|
|
// How is this supposed to be done in DX8?
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::do_clear
|
|
// Access: Public, Virtual
|
|
// Description: Clears all of the indicated buffers to their assigned
|
|
// colors.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
do_clear(const RenderBuffer &buffer) {
|
|
// DO_PSTATS_STUFF(PStatTimer timer(_win->_clear_pcollector));
|
|
|
|
nassertv(buffer._gsg == this);
|
|
int buffer_type = buffer._buffer_type;
|
|
|
|
DWORD flags = 0;
|
|
|
|
if(buffer_type & RenderBuffer::T_depth) {
|
|
flags |= D3DCLEAR_ZBUFFER;
|
|
assert(_pScrn->PresParams.EnableAutoDepthStencil);
|
|
}
|
|
|
|
if(buffer_type & RenderBuffer::T_back) //set appropriate flags
|
|
flags |= D3DCLEAR_TARGET;
|
|
|
|
if(buffer_type & RenderBuffer::T_stencil) {
|
|
flags |= D3DCLEAR_STENCIL;
|
|
assert(_pScrn->PresParams.EnableAutoDepthStencil && IS_STENCIL_FORMAT(_pScrn->PresParams.AutoDepthStencilFormat));
|
|
}
|
|
|
|
HRESULT hr = _pD3DDevice->Clear(0, NULL, flags, _d3dcolor_clear_value,
|
|
_depth_clear_value, (DWORD)_stencil_clear_value);
|
|
if(FAILED(hr)) {
|
|
dxgsg8_cat.error() << "clear_buffer failed: Clear returned " << D3DERRORSTRING(hr);
|
|
// before throwing the event, lets try a 0 flag
|
|
dxgsg8_cat.error() << "trying with no flag\n";
|
|
hr = _pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, _d3dcolor_clear_value,
|
|
_depth_clear_value, (DWORD)_stencil_clear_value);
|
|
if (FAILED(hr)) {
|
|
dxgsg8_cat.error() << "clear_buffer failed again: Clear returned " << D3DERRORSTRING(hr);
|
|
// throw_event("panda3d-render-error");
|
|
}
|
|
}
|
|
/* 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: DXGraphicsStateGuardian8::prepare_display_region
|
|
// Access: Public, Virtual
|
|
// Description: Prepare a display region for rendering (set up
|
|
// scissor region and viewport)
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
prepare_display_region() {
|
|
if (_current_display_region == (DisplayRegion*)0L) {
|
|
dxgsg8_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;
|
|
|
|
int l, u, w, h;
|
|
_actual_display_region->get_region_pixels_i(l, u, w, h);
|
|
|
|
// Create the viewport
|
|
D3DVIEWPORT8 vp = { l, u, w, h, 0.0f, 1.0f };
|
|
HRESULT hr = _pD3DDevice->SetViewport( &vp );
|
|
if (FAILED(hr)) {
|
|
dxgsg8_cat.error()
|
|
<< "pScrn_SwapChain = " << _pScrn->pSwapChain << " SwapChain = " << _pSwapChain << "\n";
|
|
dxgsg8_cat.error()
|
|
<< "SetViewport(" << l << ", " << u << ", " << w << ", " << h
|
|
<< ") failed" << D3DERRORSTRING(hr);
|
|
#if 1
|
|
D3DVIEWPORT8 vp_old;
|
|
_pD3DDevice->GetViewport( &vp_old );
|
|
dxgsg8_cat.error()
|
|
<< "GetViewport(" << vp_old.X << ", " << vp_old.Y << ", " << vp_old.Width << ", "
|
|
<< vp_old.Height << ") returned: Trying to set that vp---->\n";
|
|
hr = _pD3DDevice->SetViewport( &vp_old );
|
|
#endif
|
|
if (FAILED(hr)) {
|
|
dxgsg8_cat.error() << "Failed again\n";
|
|
throw_event("panda3d-render-error");
|
|
nassertv(false);
|
|
}
|
|
}
|
|
// Note: for DX9, also change scissor clipping state here
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::prepare_lens
|
|
// Access: Public, Virtual
|
|
// Description: Makes the current lens (whichever lens was most
|
|
// recently specified with set_scene()) active, so
|
|
// that it will transform future rendered geometry.
|
|
// Normally this is only called from the draw process,
|
|
// and usually it is called by set_scene().
|
|
//
|
|
// The return value is true if the lens is acceptable,
|
|
// false if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian8::
|
|
prepare_lens() {
|
|
if (_current_lens == (Lens *)NULL) {
|
|
return false;
|
|
}
|
|
|
|
if (!_current_lens->is_linear()) {
|
|
return false;
|
|
}
|
|
|
|
// Start with the projection matrix from the lens.
|
|
const LMatrix4f &lens_mat = _current_lens->get_projection_mat();
|
|
|
|
// The projection matrix must always be left-handed Y-up internally,
|
|
// to match DirectX's convention, even if our coordinate system of
|
|
// choice is otherwise.
|
|
const LMatrix4f &convert_mat =
|
|
LMatrix4f::convert_mat(CS_yup_left, _current_lens->get_coordinate_system());
|
|
|
|
// DirectX also uses a Z range of 0 to 1, whereas the Panda
|
|
// convention is for the projection matrix to produce a Z range of
|
|
// -1 to 1. We have to rescale to compensate.
|
|
static const LMatrix4f rescale_mat
|
|
(1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0.5, 0,
|
|
0, 0, 0.5, 1);
|
|
|
|
_projection_mat = convert_mat * lens_mat * rescale_mat;
|
|
|
|
if (_scene_setup->get_inverted()) {
|
|
// If the scene is supposed to be inverted, then invert the
|
|
// projection matrix.
|
|
static LMatrix4f invert_mat = LMatrix4f::scale_mat(1.0f, -1.0f, 1.0f);
|
|
_projection_mat *= invert_mat;
|
|
}
|
|
|
|
HRESULT hr =
|
|
_pD3DDevice->SetTransform(D3DTS_PROJECTION,
|
|
(D3DMATRIX*)_projection_mat.get_data());
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::enable_gouraud_shading
|
|
// Access:
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
enable_gouraud_shading(bool val) {
|
|
if (_bGouraudShadingOn != val) {
|
|
if (val) {
|
|
modify_state(get_smooth_state());
|
|
} else {
|
|
modify_state(get_flat_state());
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::get_blend_func
|
|
// Access: Protected, Static
|
|
// Description: Maps from ColorBlendAttrib::Operand to D3DBLEND
|
|
// value.
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DBLEND DXGraphicsStateGuardian8::
|
|
get_blend_func(ColorBlendAttrib::Operand operand) {
|
|
switch (operand) {
|
|
case ColorBlendAttrib::O_zero:
|
|
return D3DBLEND_ZERO;
|
|
|
|
case ColorBlendAttrib::O_one:
|
|
return D3DBLEND_ONE;
|
|
|
|
case ColorBlendAttrib::O_incoming_color:
|
|
return D3DBLEND_SRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_one_minus_incoming_color:
|
|
return D3DBLEND_INVSRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_fbuffer_color:
|
|
return D3DBLEND_DESTCOLOR;
|
|
|
|
case ColorBlendAttrib::O_one_minus_fbuffer_color:
|
|
return D3DBLEND_INVDESTCOLOR;
|
|
|
|
case ColorBlendAttrib::O_incoming_alpha:
|
|
return D3DBLEND_SRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_one_minus_incoming_alpha:
|
|
return D3DBLEND_INVSRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_fbuffer_alpha:
|
|
return D3DBLEND_DESTALPHA;
|
|
|
|
case ColorBlendAttrib::O_one_minus_fbuffer_alpha:
|
|
return D3DBLEND_INVDESTALPHA;
|
|
|
|
case ColorBlendAttrib::O_constant_color:
|
|
// Not supported by DX.
|
|
return D3DBLEND_SRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_one_minus_constant_color:
|
|
// Not supported by DX.
|
|
return D3DBLEND_INVSRCCOLOR;
|
|
|
|
case ColorBlendAttrib::O_constant_alpha:
|
|
// Not supported by DX.
|
|
return D3DBLEND_SRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_one_minus_constant_alpha:
|
|
// Not supported by DX.
|
|
return D3DBLEND_INVSRCALPHA;
|
|
|
|
case ColorBlendAttrib::O_incoming_color_saturate:
|
|
return D3DBLEND_SRCALPHASAT;
|
|
}
|
|
|
|
dxgsg8_cat.error()
|
|
<< "Unknown color blend operand " << (int)operand << endl;
|
|
return D3DBLEND_ZERO;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::report_texmgr_stats
|
|
// Access: Protected
|
|
// Description: Reports the DX texture manager's activity to PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
report_texmgr_stats() {
|
|
|
|
#if defined(DO_PSTATS)||defined(PRINT_RESOURCESTATS)
|
|
HRESULT hr;
|
|
|
|
#ifdef TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
DWORD dwTexTotal,dwTexFree,dwVidTotal,dwVidFree;
|
|
|
|
#ifndef PRINT_RESOURCESTATS
|
|
if (_total_texmem_pcollector.is_active())
|
|
#endif
|
|
{
|
|
DDSCAPS2 ddsCaps;
|
|
|
|
ZeroMemory(&ddsCaps,sizeof(ddsCaps));
|
|
|
|
ddsCaps.dwCaps = DDSCAPS_VIDEOMEMORY | DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
|
|
if(FAILED( hr = _pD3DDevice->GetAvailableVidMem(&ddsCaps,&dwVidTotal,&dwVidFree))) {
|
|
dxgsg8_cat.fatal() << "report_texmgr GetAvailableVidMem for VIDMEM failed : result = " << D3DERRORSTRING(hr);
|
|
exit(1);
|
|
}
|
|
|
|
ddsCaps.dwCaps = DDSCAPS_TEXTURE;
|
|
if(FAILED( hr = _pD3DDevice->GetAvailableVidMem(&ddsCaps,&dwTexTotal,&dwTexFree))) {
|
|
dxgsg8_cat.fatal() << "report_texmgr GetAvailableVidMem for TEXTURE failed : result = " << D3DERRORSTRING(hr);
|
|
exit(1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
D3DDEVINFO_RESOURCEMANAGER all_resource_stats;
|
|
ZeroMemory(&all_resource_stats,sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
|
|
|
if(!bTexStatsRetrievalImpossible) {
|
|
hr = _pD3DDevice->GetInfo(D3DDEVINFOID_RESOURCEMANAGER,&all_resource_stats,sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
|
if (hr!=D3D_OK) {
|
|
if (hr==S_FALSE) {
|
|
static int PrintedMsg=2;
|
|
if(PrintedMsg>0) {
|
|
if(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "Error: texstats GetInfo() requires debug DX DLLs to be installed!! ***********\n";
|
|
ZeroMemory(&all_resource_stats,sizeof(D3DDEVINFO_RESOURCEMANAGER));
|
|
bTexStatsRetrievalImpossible=true;
|
|
}
|
|
} else {
|
|
dxgsg8_cat.error() << "GetInfo(RESOURCEMANAGER) failed to get tex stats: result = " << D3DERRORSTRING(hr);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef PRINT_RESOURCESTATS
|
|
#ifdef TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
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);
|
|
dxgsg8_cat.debug() << "\nAvailableVidMem for RenderSurfs: (megs) total: " << tmpstr1 << " free: " << tmpstr2
|
|
<< "\nAvailableVidMem for Textures: (megs) total: " << tmpstr3 << " free: " << tmpstr4 << endl;
|
|
#endif
|
|
|
|
#define REAL_D3DRTYPECOUNT ((UINT) D3DRTYPE_INDEXBUFFER) // d3d boneheads defined D3DRTYPECOUNT wrong
|
|
static char *ResourceNameStrs[REAL_D3DRTYPECOUNT]={"SURFACE","VOLUME","TEXTURE","VOLUME TEXTURE","CUBE TEXTURE","VERTEX BUFFER","INDEX BUFFER"};
|
|
static bool bDoGetInfo[REAL_D3DRTYPECOUNT]={true,false,true,false,false,true,false}; // not using volume or cube textures yet
|
|
|
|
if(!bTexStatsRetrievalImpossible) {
|
|
for(UINT r=0; r<(UINT)REAL_D3DRTYPECOUNT;r++) {
|
|
if(!bDoGetInfo[r])
|
|
continue;
|
|
|
|
D3DRESOURCESTATS *pRStats=&all_resource_stats.stats[r];
|
|
if(pRStats->NumUsed>0) {
|
|
char hitrate_str[20];
|
|
float fHitRate = (pRStats->NumUsedInVidMem * 100.0f) / pRStats->NumUsed;
|
|
sprintf(hitrate_str,"%.1f",fHitRate);
|
|
|
|
dxgsg8_cat.spam()
|
|
<< "\n***** Stats for " << ResourceNameStrs[r] << " ********"
|
|
<< "\n HitRate:\t" << hitrate_str << "%"
|
|
<< "\n bThrashing:\t" << pRStats->bThrashing
|
|
<< "\n NumEvicts:\t" << pRStats->NumEvicts
|
|
<< "\n NumVidCreates:\t" << pRStats->NumVidCreates
|
|
<< "\n NumUsed:\t" << pRStats->NumUsed
|
|
<< "\n NumUsedInVidMem:\t" << pRStats->NumUsedInVidMem
|
|
<< "\n WorkingSet:\t" << pRStats->WorkingSet
|
|
<< "\n WorkingSetBytes:\t" << pRStats->WorkingSetBytes
|
|
<< "\n ApproxBytesDownloaded:\t" << pRStats->ApproxBytesDownloaded
|
|
<< "\n TotalManaged:\t" << pRStats->TotalManaged
|
|
<< "\n TotalBytes:\t" << pRStats->TotalBytes
|
|
<< "\n LastPri:\t" << pRStats->LastPri << endl;
|
|
} else {
|
|
dxgsg8_cat.spam()
|
|
<< "\n***** Stats for " << ResourceNameStrs[r] << " ********"
|
|
<< "\n NumUsed: 0\n";
|
|
}
|
|
}
|
|
|
|
D3DDEVINFO_D3DVERTEXSTATS vtxstats;
|
|
ZeroMemory(&vtxstats,sizeof(D3DDEVINFO_D3DVERTEXSTATS));
|
|
hr = _pD3DDevice->GetInfo(D3DDEVINFOID_VERTEXSTATS,&vtxstats,sizeof(D3DDEVINFO_D3DVERTEXSTATS));
|
|
if (hr!=D3D_OK) {
|
|
dxgsg8_cat.error() << "GetInfo(D3DVERTEXSTATS) failed : result = " << D3DERRORSTRING(hr);
|
|
return;
|
|
} else {
|
|
dxgsg8_cat.spam()
|
|
<< "\n***** Triangle Stats ********"
|
|
<< "\n NumRenderedTriangles:\t" << vtxstats.NumRenderedTriangles
|
|
<< "\n NumExtraClippingTriangles:\t" << vtxstats.NumExtraClippingTriangles << 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(all_resource_stats.stats[D3DRTYPE_TEXTURE].TotalBytes);
|
|
_texmgrmem_resident_pcollector.set_level(all_resource_stats.stats[D3DRTYPE_TEXTURE].WorkingSetBytes);
|
|
}
|
|
#ifdef TEXMGRSTATS_USES_GETAVAILVIDMEM
|
|
if (_total_texmem_pcollector.is_active()) {
|
|
_total_texmem_pcollector.set_level(dwTexTotal);
|
|
_used_texmem_pcollector.set_level(dwTexTotal - dwTexFree);
|
|
}
|
|
#endif
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
// generates slightly fewer instrs
|
|
#define add_DWORD_to_FVFBuf(data) { *((DWORD *)_pCurFvfBufPtr) = (DWORD) data; _pCurFvfBufPtr += sizeof(DWORD);}
|
|
|
|
typedef enum {
|
|
FlatVerts,IndexedVerts,MixedFmtVerts
|
|
} GeomVertFormat;
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_prim_setup
|
|
// Access: Private
|
|
// Description: This adds data to the flexible vertex format
|
|
////////////////////////////////////////////////////////////////////
|
|
size_t DXGraphicsStateGuardian8::
|
|
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_scale_enabled) { \
|
|
_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();
|
|
DWORD newFVFflags = D3DFVF_XYZ;
|
|
|
|
size_t vertex_size = sizeof(float) * 3;
|
|
|
|
GeomBindType ColorBinding=geom->get_binding(G_COLOR);
|
|
bool bDoColor=(ColorBinding != G_OFF);
|
|
|
|
if (bDoColor || _has_scene_graph_color) {
|
|
ci = geom->make_color_iterator();
|
|
newFVFflags |= 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_scale_enabled) {
|
|
_scene_graph_color_D3DCOLOR = Colorf_to_D3DCOLOR(_scene_graph_color);
|
|
} else {
|
|
transform_color(_scene_graph_color, _scene_graph_color_D3DCOLOR);
|
|
}
|
|
_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();
|
|
newFVFflags |= D3DFVF_NORMAL;
|
|
vertex_size += sizeof(float) * 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();
|
|
|
|
newFVFflags |= (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
|
|
|
|
vertex_size += sizeof(float) * 2;
|
|
}
|
|
|
|
// 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
|
|
|
|
if ((_perVertex & (PER_COLOR | (wants_normals() ? PER_NORMAL : 0))) || _fog_enabled) {
|
|
// We definitely need gouraud shading.
|
|
enable_gouraud_shading(true);
|
|
} else if ((_perComp & (PER_COLOR | (wants_normals() ? PER_NORMAL : 0)))) {
|
|
// We definitely need flat shading.
|
|
enable_gouraud_shading(false);
|
|
} else {
|
|
// Don't care about gouraud shading.
|
|
}
|
|
|
|
set_vertex_format(newFVFflags);
|
|
|
|
return vertex_size;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_prim_inner_loop
|
|
// Access: Private
|
|
// Description: This adds data to the flexible vertex format with a check
|
|
// for component normals and color
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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, 3*sizeof(float));
|
|
|
|
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 (_CurFVFType & D3DFVF_NORMAL)
|
|
add_to_FVFBuf((void *)&p_normal, 3*sizeof(float));
|
|
if (_CurFVFType & D3DFVF_DIFFUSE)
|
|
add_DWORD_to_FVFBuf(_curD3Dcolor);
|
|
if (_CurFVFType & D3DFVF_TEXCOUNT_MASK)
|
|
add_to_FVFBuf((void *)&p_texcoord, sizeof(TexCoordf));
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_prim_inner_loop_coordtexonly
|
|
// Access: Private
|
|
// Description: FastPath loop used by animated character data
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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],3*sizeof(float));
|
|
pCurCoordIndex++;
|
|
} else {
|
|
memcpy(pLocalFvfBufPtr,(void*)pCurCoord,3*sizeof(float));
|
|
pCurCoord++;
|
|
}
|
|
|
|
pLocalFvfBufPtr+=3*sizeof(float);
|
|
|
|
*((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: DXGraphicsStateGuardian8::draw_point
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_point(GeomPoint *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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) {
|
|
dxgsg8_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;
|
|
// dxgsg8_cat.warning() << "D3D does not support drawing points of non-unit size, setting point size to 1.0f!\n";
|
|
// }
|
|
//#endif
|
|
|
|
nassertv(nPrims < PANDA_MAXNUMVERTS );
|
|
|
|
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);
|
|
|
|
// 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)
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0;
|
|
if (geom->get_binding(G_NORMAL) == G_PER_VERTEX) _perVertex |= PER_NORMAL;
|
|
if (geom->get_binding(G_COLOR) == G_PER_VERTEX) _perVertex |= PER_COLOR;
|
|
|
|
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);
|
|
|
|
HRESULT hr = _pD3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, nPrims, _pFvfBufBasePtr, vertex_size);
|
|
TestDrawPrimFailure(DrawPrim,hr,_pD3DDevice,nPrims,0);
|
|
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_line
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_line(GeomLine* geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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(dxgsg8_cat.is_debug())
|
|
// dxgsg8_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(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "draw_line() called with ZERO vertices!!" << endl;
|
|
return;
|
|
}
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
_perComp = 0x0;
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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 (_tmp_fvfOverrunBuf == NULL) {
|
|
nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
hr = _pD3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, nPrims, _pFvfBufBasePtr, vertex_size);
|
|
} else {
|
|
nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_tmp_fvfOverrunBuf));
|
|
hr = _pD3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, nPrims, _tmp_fvfOverrunBuf, vertex_size);
|
|
delete [] _tmp_fvfOverrunBuf;
|
|
}
|
|
TestDrawPrimFailure(DrawPrim,hr,_pD3DDevice,nVerts,0);
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
|
|
void DXGraphicsStateGuardian8::
|
|
draw_linestrip(GeomLinestrip* geom, GeomContext *gc) {
|
|
|
|
//#ifdef _DEBUG
|
|
// static BOOL bPrintedMsg=false;
|
|
//
|
|
// if (!bPrintedMsg && (geom->get_width()!=1.0f)) {
|
|
// bPrintedMsg=true;
|
|
// dxgsg8_cat.warning() << "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: DXGraphicsStateGuardian8::draw_linestrip
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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
|
|
dxgsg8_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(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "draw_linestrip() called with ZERO vertices!!" << endl;
|
|
return;
|
|
}
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
_perComp = 0x0;
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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));
|
|
|
|
HRESULT hr = _pD3DDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, nVerts-1, _pFvfBufBasePtr, vertex_size);
|
|
TestDrawPrimFailure(DrawPrim,hr,_pD3DDevice,nVerts,0);
|
|
|
|
_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: DXGraphicsStateGuardian8::draw_sprite
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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
|
|
|
|
// see note on fog and gouraud-shading in draw_prim_setup
|
|
bool bUseGouraudShadedColor=_fog_enabled;
|
|
if (_fog_enabled) {
|
|
enable_gouraud_shading(true);
|
|
}
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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;
|
|
_pD3DDevice->GetTransform(D3DTS_WORLD, &OldD3DWorldMatrix);
|
|
|
|
bool bReEnableDither=false;
|
|
|
|
_pD3DDevice->GetTransform(D3DTS_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
|
|
modify_state(RenderState::make
|
|
(TextureAttrib::make(tex),
|
|
TextureApplyAttrib::make(TextureApplyAttrib::M_modulate)));
|
|
tex_xsize = tex->get_x_size();
|
|
tex_ysize = tex->get_y_size();
|
|
}
|
|
|
|
// save the modelview matrix
|
|
const LMatrix4f &modelview_mat = _transform->get_mat();
|
|
|
|
// We don't need to mess with the aspect ratio, since we are now
|
|
// using the default projection matrix, which has the right aspect
|
|
// ratio built in.
|
|
|
|
// null the world xform, so sprites are orthog to scrn
|
|
_pD3DDevice->SetTransform(D3DTS_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 TransparencyAttrib *trans = _state->get_transparency();
|
|
if (trans != (const TransparencyAttrib *)NULL) {
|
|
alpha = (trans->get_mode() != TransparencyAttrib::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;
|
|
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) {
|
|
dxgsg8_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;
|
|
DWORD FVFType = D3DFVF_XYZ | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)) | D3DFVF_DIFFUSE;
|
|
DWORD vertex_size = sizeof(float) * 2 + sizeof(float) * 3 + sizeof(D3DCOLOR);
|
|
|
|
if (color_overall) {
|
|
GET_NEXT_COLOR();
|
|
CurColor = _curD3Dcolor;
|
|
}
|
|
|
|
set_vertex_format(FVFType);
|
|
|
|
#ifdef _DEBUG
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
nassertv(nPrims * 4 * vertex_size < VERT_BUFFER_SIZE);
|
|
nassertv(nPrims * 6 < PANDA_MAXNUMVERTS );
|
|
#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;
|
|
|
|
// 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(), 3*sizeof(float));
|
|
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(), 3*sizeof(float));
|
|
|
|
// 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(), 3*sizeof(float));
|
|
// 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(), 3*sizeof(float));
|
|
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;
|
|
}
|
|
|
|
DWORD nVerts= nPrims << 2; // 4*nPrims verts in vert array
|
|
DWORD numTris = nPrims << 1; // 2*nPrims
|
|
|
|
// cant do tristrip/fan since multiple quads arent connected
|
|
// best we can do is indexed primitive, which sends 2 redundant indices instead of sending 2 redundant full verts
|
|
HRESULT hr = _pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, // start index in array
|
|
nVerts, numTris,
|
|
_index_buf, D3DFMT_INDEX16,
|
|
_pFvfBufBasePtr, vertex_size);
|
|
TestDrawPrimFailure(DrawIndexedPrim,hr,_pD3DDevice,QUADVERTLISTLEN*nPrims,numTris);
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
delete [] SpriteArray;
|
|
|
|
// restore the matrices
|
|
_pD3DDevice->SetTransform(D3DTS_WORLD,
|
|
(D3DMATRIX*)modelview_mat.get_data());
|
|
|
|
if(bReEnableDither)
|
|
enable_dither(true);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_polygon
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_polygon(GeomPolygon *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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;
|
|
_pD3DDevice->GetRenderState(D3DRS_FILLMODE, &rstate);
|
|
if(rstate==D3DFILL_WIREFRAME) {
|
|
draw_linestrip_base(geom,gc,true);
|
|
} else {
|
|
draw_multitri(geom, D3DPT_TRIANGLEFAN);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_quad
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_quad(GeomQuad *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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;
|
|
_pD3DDevice->GetRenderState(D3DRS_FILLMODE, &rstate);
|
|
if(rstate==D3DFILL_WIREFRAME) {
|
|
draw_linestrip_base(geom,gc,true);
|
|
} else {
|
|
draw_multitri(geom, D3DPT_TRIANGLEFAN);
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_tri
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_tri(GeomTri *geom, GeomContext *gc) {
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_cat.debug() << "draw_tri()" << endl;
|
|
#endif
|
|
DO_PSTATS_STUFF(PStatTimer timer(_draw_primitive_pcollector));
|
|
DO_PSTATS_STUFF(_vertices_tri_pcollector.add_level(geom->get_num_vertices()));
|
|
|
|
#if 0
|
|
if (_pCurTexContext!=NULL) {
|
|
dxgsg8_cat.spam() << "Cur active DX texture: " << _pCurTexContext->_tex->get_name() << "\n";
|
|
}
|
|
#endif
|
|
|
|
#ifdef COUNT_DRAWPRIMS
|
|
cGeomcount++;
|
|
#endif
|
|
|
|
DWORD nPrims = geom->get_num_prims();
|
|
HRESULT hr;
|
|
|
|
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);
|
|
|
|
// this is the old geom setup, it reformats every vtx into an output array passed to d3d
|
|
|
|
_perVertex = 0x0;
|
|
_perPrim = 0x0;
|
|
|
|
bool bUseTexCoordOnlyLoop = ((ColorBinding != G_PER_VERTEX) &&
|
|
(NormalBinding == G_OFF) &&
|
|
(TexCoordBinding != G_OFF));
|
|
|
|
bool bPerPrimNormal;
|
|
|
|
bool bPerPrimColor=(ColorBinding == G_PER_PRIM);
|
|
if(bPerPrimColor)
|
|
_perPrim = PER_COLOR;
|
|
else if(ColorBinding == G_PER_VERTEX)
|
|
_perVertex = PER_COLOR;
|
|
|
|
if(bUseTexCoordOnlyLoop) {
|
|
_perVertex |= PER_TEXCOORD; // TexCoords are either G_OFF or G_PER_VERTEX
|
|
} else {
|
|
if(NormalBinding == G_PER_VERTEX)
|
|
_perVertex |= PER_NORMAL;
|
|
else if(NormalBinding == G_PER_PRIM)
|
|
_perPrim |= PER_NORMAL;
|
|
|
|
bPerPrimNormal=((_perPrim & PER_NORMAL)!=0);
|
|
|
|
if(TexCoordBinding == G_PER_VERTEX)
|
|
_perVertex |= PER_TEXCOORD;
|
|
}
|
|
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
// Note: draw_prim_setup could unset color flags if global color is set, so must
|
|
// recheck this flag here!
|
|
bPerPrimColor=(_perPrim & PER_COLOR)!=0x0;
|
|
|
|
#ifdef _DEBUG
|
|
// is it Ok not to recompute bUseTexCoordOnlyLoop even if draw_prim_setup unsets color flags?
|
|
// add this check to make sure
|
|
bool bNewUseTexCoordOnlyLoop = (((_perVertex & PER_COLOR)==0x0) &&
|
|
((_CurFVFType & D3DFVF_NORMAL)==0x0) &&
|
|
((_CurFVFType & D3DFVF_TEX1)!=0x0));
|
|
if(bUseTexCoordOnlyLoop && (!bNewUseTexCoordOnlyLoop)) {
|
|
// ok for bUseTexCoordOnlyLoop to be false, and bNew to be true.
|
|
// draw_prim_setup can sometimes turn off the _perComp color for
|
|
// G_OVERALL and scene-graph-color cases, which causes bNew to be true,
|
|
// while the original bUseTexCoordOnly is still false.
|
|
// the case we want to prevent is accidently using the texcoordloop
|
|
// instead of the general one, using the general one should always work.
|
|
|
|
DebugBreak();
|
|
assert(0);
|
|
}
|
|
#endif
|
|
|
|
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
|
|
nassertv(nPrims * 3 * vertex_size < VERT_BUFFER_SIZE);
|
|
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
|
|
|
|
// iterate through the triangle primitive
|
|
|
|
for (uint i = 0; i < nPrims; i++) {
|
|
if(bPerPrimColor) { // remember color might be G_OVERALL too!
|
|
GET_NEXT_COLOR();
|
|
}
|
|
|
|
if(bUseTexCoordOnlyLoop) {
|
|
draw_prim_inner_loop_coordtexonly(3, geom);
|
|
} else {
|
|
if(bPerPrimNormal)
|
|
p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
|
|
|
|
draw_prim_inner_loop(3, geom, _perVertex);
|
|
}
|
|
}
|
|
|
|
DWORD nVerts=nPrims*3;
|
|
|
|
nassertv((nVerts*vertex_size) == (_pCurFvfBufPtr-_pFvfBufBasePtr));
|
|
|
|
hr = _pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nPrims, _pFvfBufBasePtr, vertex_size);
|
|
TestDrawPrimFailure(DrawPrim,hr,_pD3DDevice,nVerts,nPrims);
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
|
|
|
|
///////////////////////////
|
|
#if 0
|
|
// test triangle for me to dbg experiments only
|
|
float vert_buf[15] = {
|
|
0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
33.0, 0.0f, 0.0f, 0.0f, 2.0,
|
|
0.0f, 0.0f, 33.0, 2.0, 0.0f
|
|
};
|
|
|
|
_pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_BORDER);
|
|
_pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_BORDER);
|
|
_pD3DDevice->SetTextureStageState(0,D3DTSS_BORDERCOLOR,MY_D3DRGBA(0,0,0,0));
|
|
|
|
DWORD FVFType = D3DFVF_XYZ | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)) ;
|
|
set_vertex_format(FVFType);
|
|
HRESULT hr = _pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, vert_buf, 1, 5*sizeof(float));
|
|
TestDrawPrimFailure(DrawPrim,hr,_pD3DDevice,3,1);
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_tristrip
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_tristrip(GeomTristrip *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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()));
|
|
|
|
draw_multitri(geom, D3DPT_TRIANGLESTRIP);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_trifan
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_trifan(GeomTrifan *geom, GeomContext *gc) {
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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()));
|
|
|
|
draw_multitri(geom, D3DPT_TRIANGLEFAN);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_multitri
|
|
// Access: Public, Virtual
|
|
// Description: handles trifans and tristrips
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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
|
|
dxgsg8_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);
|
|
|
|
{
|
|
// 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 (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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
size_t vertex_size = draw_prim_setup(geom);
|
|
|
|
// Note: draw_prim_setup could unset color flags if global color is set, so must
|
|
// recheck this flag here!
|
|
bPerPrimColor=(_perPrim & PER_COLOR)!=0;
|
|
|
|
#ifdef _DEBUG
|
|
// is it Ok not to recompute bUseTexCoordOnlyLoop even if draw_prim_setup unsets color flags?
|
|
// add this check to make sure. texcoordonly needs input that with unchanging color, except per-prim
|
|
bool bNewUseTexCoordOnlyLoop = ((((_perComp|_perVertex) & PER_COLOR)==0x0) &&
|
|
((_CurFVFType & D3DFVF_NORMAL)==0x0) &&
|
|
((_CurFVFType & D3DFVF_TEX1)!=0x0));
|
|
|
|
if(bUseTexCoordOnlyLoop && (!bNewUseTexCoordOnlyLoop)) {
|
|
// ok for bUseTexCoordOnlyLoop to be false, and bNew to be true.
|
|
// draw_prim_setup can sometimes turn off the _perComp color for
|
|
// G_OVERALL and scene-graph-color cases, which causes bNew to be true,
|
|
// while the original bUseTexCoordOnly is still false.
|
|
// the case we want to prevent is accidently using the texcoordloop
|
|
// instead of the general one, using the general one should always work.
|
|
|
|
DebugBreak();
|
|
assert(0);
|
|
}
|
|
|
|
#endif
|
|
|
|
// 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));
|
|
DWORD numTris=nVerts-2;
|
|
|
|
hr = _pD3DDevice->DrawPrimitiveUP(trilisttype, numTris, _pFvfBufBasePtr, vertex_size);
|
|
TestDrawPrimFailure(DrawPrim,hr,_pD3DDevice,nVerts,numTris);
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GenerateSphere()
|
|
// Desc: Makes vertex and index data for ellipsoid w/scaling factors sx,sy,sz
|
|
// tries to match gluSphere behavior
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// probably want to replace this with D3DX8 call
|
|
|
|
void DXGraphicsStateGuardian8::
|
|
GenerateSphere(void *pVertexSpace,DWORD dwVertSpaceByteSize,
|
|
void *pIndexSpace,DWORD dwIndexSpaceByteSize,
|
|
D3DXVECTOR3 *pCenter, float fRadius,
|
|
DWORD wNumRings, DWORD wNumSections, float sx, float sy, float sz,
|
|
DWORD *pNumVertices,DWORD *pNumTris,DWORD fvfFlags,DWORD dwVertSize) {
|
|
float x, y, z, rsintheta;
|
|
D3DXVECTOR3 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 DO_SPHERE_TEXTURING (fvfFlags & D3DFVF_TEXCOUNT_MASK)
|
|
#define DO_SPHERE_NORMAL (fvfFlags & D3DFVF_NORMAL)
|
|
#define DO_SPHERE_COLOR (fvfFlags & D3DFVF_DIFFUSE)
|
|
|
|
if (DO_SPHERE_TEXTURING) {
|
|
// 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 = dwNumTriangles*3;
|
|
*pNumTris = dwNumTriangles;
|
|
|
|
// D3DVERTEX* pvVertices = (D3DVERTEX*) pVertexSpace;
|
|
WORD *pwIndices = (WORD *) pIndexSpace;
|
|
|
|
nassertv(dwNumVertices*dwVertSize < VERT_BUFFER_SIZE);
|
|
nassertv(dwNumIndices < PANDA_MAXNUMVERTS );
|
|
|
|
// Generate vertex at the top point
|
|
D3DXVECTOR3 vTopPoint = *pCenter;
|
|
D3DXVECTOR3 vBotPoint = *pCenter;
|
|
float yRadius=sy*fRadius;
|
|
vTopPoint.y+=yRadius;
|
|
vBotPoint.y-=yRadius;
|
|
D3DXVECTOR3 vNormal = D3DXVECTOR3( 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), 3*sizeof(float)); \
|
|
if(fvfFlags & D3DFVF_NORMAL) \
|
|
add_to_FVFBuf((void *)&vNormal, 3*sizeof(float)); \
|
|
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 (! DO_SPHERE_TEXTURING) {
|
|
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 (DO_SPHERE_TEXTURING) {
|
|
// 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 (DO_SPHERE_TEXTURING) {
|
|
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.x = pCenter->x + sx*x;
|
|
vPoint.y = pCenter->y + sy*y;
|
|
vPoint.z = pCenter->z + sz*z;
|
|
|
|
add_to_FVFBuf((void *)&vPoint, 3*sizeof(float));
|
|
|
|
if (DO_SPHERE_NORMAL) {
|
|
// bugbug: this is wrong normal for the non-spherical case (i think you need to multiply by 1/scale factor per component)
|
|
D3DXVECTOR3 vVec = D3DXVECTOR3( x*inv_radius, y*inv_radius, z*inv_radius );
|
|
D3DXVec3Normalize(&vNormal,&vVec);
|
|
add_to_FVFBuf((float *)&vNormal, 3*sizeof(float));
|
|
}
|
|
|
|
if (DO_SPHERE_COLOR)
|
|
add_DWORD_to_FVFBuf(_curD3Dcolor);
|
|
|
|
if (DO_SPHERE_TEXTURING) {
|
|
texCoords[0] = 1.0f - phi*reciprocal_2PI;
|
|
add_to_FVFBuf((void *)texCoords, sizeof(TexCoordf));
|
|
}
|
|
|
|
phi += dphi;
|
|
}
|
|
theta += dtheta;
|
|
}
|
|
|
|
if (! DO_SPHERE_TEXTURING) {
|
|
// Generate bottom vertex
|
|
vNormal = D3DXVECTOR3( 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 (! DO_SPHERE_TEXTURING) {
|
|
// 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 (DO_SPHERE_TEXTURING) {
|
|
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: DXGraphicsStateGuardian8::draw_sphere
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_sphere(GeomSphere *geom, GeomContext *gc) {
|
|
|
|
#define SPHERE_NUMSLICES 16
|
|
#define SPHERE_NUMSTACKS 10
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_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) {
|
|
dxgsg8_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();
|
|
|
|
for (int i = 0; i < nprims; i++) {
|
|
|
|
DWORD nVerts,nTris;
|
|
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, PANDA_MAXNUMVERTS*2,
|
|
(D3DXVECTOR3 *)¢er, fRadius,
|
|
SPHERE_NUMSTACKS, SPHERE_NUMSLICES,
|
|
1.0f, 1.0f, 1.0f, // no scaling factors, do a sphere not ellipsoid
|
|
&nVerts,&nTris,_CurFVFType,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 = _pD3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, // start index in array
|
|
nVerts, nTris, _index_buf, D3DFMT_INDEX16,
|
|
_pFvfBufBasePtr, vertex_size);
|
|
TestDrawPrimFailure(DrawIndexedPrim,hr,_pD3DDevice,nVerts,nTris);
|
|
}
|
|
|
|
_pCurFvfBufPtr = NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::begin_draw_primitives
|
|
// Access: Public, Virtual
|
|
// Description: Called before a sequence of draw_primitive()
|
|
// functions are called, this should prepare the vertex
|
|
// data for rendering. It returns true if the vertices
|
|
// are ok, false to abort this group of primitives.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian8::
|
|
begin_draw_primitives(const qpGeom *geom, const qpGeomMunger *munger,
|
|
const qpGeomVertexData *vertex_data) {
|
|
if (!GraphicsStateGuardian::begin_draw_primitives(geom, munger, vertex_data)) {
|
|
return false;
|
|
}
|
|
nassertr(_vertex_data != (qpGeomVertexData *)NULL, false);
|
|
|
|
const qpGeomVertexFormat *format = _vertex_data->get_format();
|
|
|
|
// The munger should have put the FVF data in the first array.
|
|
const qpGeomVertexArrayData *data = _vertex_data->get_array(0);
|
|
|
|
VertexBufferContext *vbc = ((qpGeomVertexArrayData *)data)->prepare_now(get_prepared_objects(), this);
|
|
nassertr(vbc != (VertexBufferContext *)NULL, false);
|
|
apply_vertex_buffer(vbc);
|
|
|
|
const qpGeomVertexAnimationSpec &animation =
|
|
vertex_data->get_format()->get_animation();
|
|
if (animation.get_animation_type() == qpGeom::AT_hardware) {
|
|
// Set up vertex blending.
|
|
switch (animation.get_num_transforms()) {
|
|
case 1:
|
|
_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_0WEIGHTS);
|
|
break;
|
|
case 2:
|
|
_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS);
|
|
break;
|
|
case 3:
|
|
_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_2WEIGHTS);
|
|
break;
|
|
case 4:
|
|
_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);
|
|
break;
|
|
}
|
|
|
|
if (animation.get_indexed_transforms()) {
|
|
// Set up indexed vertex blending.
|
|
_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
|
|
} else {
|
|
_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
}
|
|
|
|
const TransformPalette *palette = vertex_data->get_transform_palette();
|
|
if (palette != (TransformPalette *)NULL) {
|
|
for (int i = 0; i < palette->get_num_transforms(); i++) {
|
|
LMatrix4f mat;
|
|
palette->get_transform(i)->mult_matrix(mat, _transform->get_mat());
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)mat.get_data();
|
|
_pD3DDevice->SetTransform(D3DTS_WORLDMATRIX(i), d3d_mat);
|
|
}
|
|
|
|
// Setting the palette transforms steps on the world matrix, so
|
|
// we have to set a flag to reload the world matrix later.
|
|
_transform_stale = true;
|
|
}
|
|
_vertex_blending_enabled = true;
|
|
|
|
} else {
|
|
// We're not using vertex blending.
|
|
if (_vertex_blending_enabled) {
|
|
_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
|
|
_vertex_blending_enabled = false;
|
|
}
|
|
|
|
if (_transform_stale && !_vertex_data->is_vertex_transformed()) {
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)_transform->get_mat().get_data();
|
|
_pD3DDevice->SetTransform(D3DTS_WORLD, d3d_mat);
|
|
_transform_stale = false;
|
|
}
|
|
}
|
|
|
|
if (_vertex_data->is_vertex_transformed()) {
|
|
// If the vertex data claims to be already transformed into clip
|
|
// coordinates, wipe out the current projection and modelview
|
|
// matrix (so we don't attempt to transform it again).
|
|
|
|
// It's tempting just to use the D3DFVF_XYZRHW specification on
|
|
// these vertices, but that turns out to be a bigger hammer than
|
|
// we want: that also prevents lighting calculations and user clip
|
|
// planes.
|
|
_pD3DDevice->SetTransform(D3DTS_WORLD, &matIdentity);
|
|
static const LMatrix4f rescale_mat
|
|
(1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 0.5, 0,
|
|
0, 0, 0.5, 1);
|
|
_transform_stale = true;
|
|
|
|
_pD3DDevice->SetTransform(D3DTS_PROJECTION, (const D3DMATRIX *)rescale_mat.get_data());
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_triangles
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected triangles.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_triangles(const qpGeomTriangles *primitive) {
|
|
_vertices_tri_pcollector.add_level(primitive->get_num_vertices());
|
|
_primitive_batches_tri_pcollector.add_level(1);
|
|
if (primitive->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : primitive->get_min_vertex();
|
|
int max_vertex = primitive->get_max_vertex();
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Indexed, vbuffers.
|
|
IndexBufferContext *ibc = ((qpGeomPrimitive *)primitive)->prepare_now(get_prepared_objects(), this);
|
|
nassertv(ibc != (IndexBufferContext *)NULL);
|
|
apply_index_buffer(ibc);
|
|
|
|
_pD3DDevice->DrawIndexedPrimitive
|
|
(D3DPT_TRIANGLELIST,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
0, primitive->get_num_primitives());
|
|
|
|
} else {
|
|
// Indexed, client arrays.
|
|
D3DFORMAT index_type = get_index_type(primitive->get_index_type());
|
|
|
|
_pD3DDevice->DrawIndexedPrimitiveUP
|
|
(D3DPT_TRIANGLELIST,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
primitive->get_num_primitives(),
|
|
primitive->get_data(),
|
|
index_type,
|
|
_vertex_data->get_array(0)->get_data(),
|
|
_vertex_data->get_format()->get_array(0)->get_stride());
|
|
}
|
|
} else {
|
|
if (_active_vbuffer != NULL) {
|
|
// Nonindexed, vbuffers.
|
|
_pD3DDevice->DrawPrimitive
|
|
(D3DPT_TRIANGLELIST,
|
|
primitive->get_first_vertex(),
|
|
primitive->get_num_primitives());
|
|
|
|
} else {
|
|
// Nonindexed, client arrays.
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
unsigned int first_vertex = primitive->get_first_vertex();
|
|
_pD3DDevice->DrawPrimitiveUP
|
|
(D3DPT_TRIANGLELIST,
|
|
primitive->get_num_primitives(),
|
|
_vertex_data->get_array(0)->get_data() + stride * first_vertex,
|
|
stride);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_tristrips
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of triangle strips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_tristrips(const qpGeomTristrips *primitive) {
|
|
if (connect_triangle_strips && _current_fill_mode != RenderModeAttrib::M_wireframe) {
|
|
// One long triangle strip, connected by the degenerate vertices
|
|
// that have already been set up within the primitive.
|
|
_vertices_tristrip_pcollector.add_level(primitive->get_num_vertices());
|
|
_primitive_batches_tristrip_pcollector.add_level(1);
|
|
if (primitive->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : primitive->get_min_vertex();
|
|
int max_vertex = primitive->get_max_vertex();
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Indexed, vbuffers, one line triangle strip.
|
|
IndexBufferContext *ibc = ((qpGeomPrimitive *)primitive)->prepare_now(get_prepared_objects(), this);
|
|
nassertv(ibc != (IndexBufferContext *)NULL);
|
|
apply_index_buffer(ibc);
|
|
|
|
_pD3DDevice->DrawIndexedPrimitive
|
|
(D3DPT_TRIANGLESTRIP,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
0, primitive->get_num_vertices() - 2);
|
|
|
|
} else {
|
|
// Indexed, client arrays, one long triangle strip.
|
|
D3DFORMAT index_type = get_index_type(primitive->get_index_type());
|
|
_pD3DDevice->DrawIndexedPrimitiveUP
|
|
(D3DPT_TRIANGLESTRIP,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
primitive->get_num_vertices() - 2,
|
|
primitive->get_data(), index_type,
|
|
_vertex_data->get_array(0)->get_data(),
|
|
_vertex_data->get_format()->get_array(0)->get_stride());
|
|
}
|
|
} else {
|
|
if (_active_vbuffer != NULL) {
|
|
// Nonindexed, vbuffers, one long triangle strip.
|
|
_pD3DDevice->DrawPrimitive
|
|
(D3DPT_TRIANGLESTRIP,
|
|
primitive->get_first_vertex(),
|
|
primitive->get_num_vertices() - 2);
|
|
|
|
} else {
|
|
// Indexed, client arrays, one long triangle strip.
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
unsigned int first_vertex = primitive->get_first_vertex();
|
|
_pD3DDevice->DrawPrimitiveUP
|
|
(D3DPT_TRIANGLESTRIP,
|
|
primitive->get_num_vertices() - 2,
|
|
_vertex_data->get_array(0)->get_data() + stride * first_vertex,
|
|
stride);
|
|
}
|
|
}
|
|
|
|
} else {
|
|
// Send the individual triangle strips, stepping over the
|
|
// degenerate vertices.
|
|
CPTA_int ends = primitive->get_ends();
|
|
_primitive_batches_tristrip_pcollector.add_level(ends.size());
|
|
|
|
if (primitive->is_indexed()) {
|
|
CPTA_int ends = primitive->get_ends();
|
|
int index_stride = primitive->get_index_stride();
|
|
_primitive_batches_tristrip_pcollector.add_level(ends.size());
|
|
|
|
qpGeomVertexReader mins(primitive->get_mins(), 0);
|
|
qpGeomVertexReader maxs(primitive->get_maxs(), 0);
|
|
nassertv(primitive->get_mins()->get_num_rows() == (int)ends.size() &&
|
|
primitive->get_maxs()->get_num_rows() == (int)ends.size());
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Indexed, vbuffers, individual triangle strips.
|
|
IndexBufferContext *ibc = ((qpGeomPrimitive *)primitive)->prepare_now(get_prepared_objects(), this);
|
|
nassertv(ibc != (IndexBufferContext *)NULL);
|
|
apply_index_buffer(ibc);
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
_pD3DDevice->DrawIndexedPrimitive
|
|
(D3DPT_TRIANGLESTRIP,
|
|
min, max - min + 1,
|
|
start, ends[i] - start - 2);
|
|
|
|
start = ends[i] + 2;
|
|
}
|
|
|
|
} else {
|
|
// Indexed, client arrays, individual triangle strips.
|
|
CPTA_uchar array_data = _vertex_data->get_array(0)->get_data();
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
CPTA_uchar vertices = primitive->get_data();
|
|
D3DFORMAT index_type = get_index_type(primitive->get_index_type());
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
_pD3DDevice->DrawIndexedPrimitiveUP
|
|
(D3DPT_TRIANGLESTRIP,
|
|
min, max - min + 1,
|
|
ends[i] - start - 2,
|
|
vertices + start * index_stride, index_type,
|
|
array_data, stride);
|
|
|
|
start = ends[i] + 2;
|
|
}
|
|
}
|
|
} else {
|
|
unsigned int first_vertex = primitive->get_first_vertex();
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Nonindexed, vbuffers, individual triangle strips.
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
_pD3DDevice->DrawPrimitive
|
|
(D3DPT_TRIANGLESTRIP,
|
|
first_vertex + start, ends[i] - start - 2);
|
|
|
|
start = ends[i] + 2;
|
|
}
|
|
|
|
} else {
|
|
// Nonindexed, client arrays, individual triangle strips.
|
|
CPTA_uchar array_data = _vertex_data->get_array(0)->get_data();
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_tristrip_pcollector.add_level(ends[i] - start);
|
|
_pD3DDevice->DrawPrimitiveUP
|
|
(D3DPT_TRIANGLESTRIP,
|
|
ends[i] - start - 2,
|
|
array_data + (first_vertex + start) * stride, stride);
|
|
|
|
start = ends[i] + 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_trifans
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of triangle fans.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_trifans(const qpGeomTrifans *primitive) {
|
|
CPTA_int ends = primitive->get_ends();
|
|
_primitive_batches_trifan_pcollector.add_level(ends.size());
|
|
|
|
if (primitive->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : primitive->get_min_vertex();
|
|
int max_vertex = primitive->get_max_vertex();
|
|
|
|
// Send the individual triangle fans. There's no connecting fans
|
|
// with degenerate vertices, so no worries about that.
|
|
int index_stride = primitive->get_index_stride();
|
|
|
|
qpGeomVertexReader mins(primitive->get_mins(), 0);
|
|
qpGeomVertexReader maxs(primitive->get_maxs(), 0);
|
|
nassertv(primitive->get_mins()->get_num_rows() == (int)ends.size() &&
|
|
primitive->get_maxs()->get_num_rows() == (int)ends.size());
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Indexed, vbuffers.
|
|
IndexBufferContext *ibc = ((qpGeomPrimitive *)primitive)->prepare_now(get_prepared_objects(), this);
|
|
nassertv(ibc != (IndexBufferContext *)NULL);
|
|
apply_index_buffer(ibc);
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
_pD3DDevice->DrawIndexedPrimitive
|
|
(D3DPT_TRIANGLEFAN,
|
|
min, max - min + 1,
|
|
start, ends[i] - start - 2);
|
|
|
|
start = ends[i];
|
|
}
|
|
|
|
} else {
|
|
// Indexed, client arrays.
|
|
CPTA_uchar array_data = _vertex_data->get_array(0)->get_data();
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
CPTA_uchar vertices = primitive->get_data();
|
|
D3DFORMAT index_type = get_index_type(primitive->get_index_type());
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
unsigned int min = mins.get_data1i();
|
|
unsigned int max = maxs.get_data1i();
|
|
_pD3DDevice->DrawIndexedPrimitiveUP
|
|
(D3DPT_TRIANGLEFAN,
|
|
min, max - min + 1,
|
|
ends[i] - start - 2,
|
|
vertices + start * index_stride, index_type,
|
|
array_data, stride);
|
|
|
|
start = ends[i];
|
|
}
|
|
}
|
|
} else {
|
|
unsigned int first_vertex = primitive->get_first_vertex();
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Nonindexed, vbuffers.
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
_pD3DDevice->DrawPrimitive
|
|
(D3DPT_TRIANGLEFAN,
|
|
first_vertex + start, ends[i] - start - 2);
|
|
|
|
start = ends[i];
|
|
}
|
|
|
|
} else {
|
|
// Nonindexed, client arrays.
|
|
CPTA_uchar array_data = _vertex_data->get_array(0)->get_data();
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
|
|
unsigned int start = 0;
|
|
for (size_t i = 0; i < ends.size(); i++) {
|
|
_vertices_trifan_pcollector.add_level(ends[i] - start);
|
|
_pD3DDevice->DrawPrimitiveUP
|
|
(D3DPT_TRIANGLEFAN,
|
|
ends[i] - start - 2,
|
|
array_data + (first_vertex + start) * stride, stride);
|
|
|
|
start = ends[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_lines
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected line segments.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_lines(const qpGeomLines *primitive) {
|
|
_vertices_other_pcollector.add_level(primitive->get_num_vertices());
|
|
_primitive_batches_other_pcollector.add_level(1);
|
|
|
|
if (primitive->is_indexed()) {
|
|
int min_vertex = dx_broken_max_index ? 0 : primitive->get_min_vertex();
|
|
int max_vertex = primitive->get_max_vertex();
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Indexed, vbuffers.
|
|
IndexBufferContext *ibc = ((qpGeomPrimitive *)primitive)->prepare_now(get_prepared_objects(), this);
|
|
nassertv(ibc != (IndexBufferContext *)NULL);
|
|
apply_index_buffer(ibc);
|
|
|
|
_pD3DDevice->DrawIndexedPrimitive
|
|
(D3DPT_LINELIST,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
0, primitive->get_num_primitives());
|
|
|
|
} else {
|
|
// Indexed, client arrays.
|
|
D3DFORMAT index_type = get_index_type(primitive->get_index_type());
|
|
|
|
_pD3DDevice->DrawIndexedPrimitiveUP
|
|
(D3DPT_LINELIST,
|
|
min_vertex, max_vertex - min_vertex + 1,
|
|
primitive->get_num_primitives(),
|
|
primitive->get_data(),
|
|
index_type,
|
|
_vertex_data->get_array(0)->get_data(),
|
|
_vertex_data->get_format()->get_array(0)->get_stride());
|
|
}
|
|
} else {
|
|
if (_active_vbuffer != NULL) {
|
|
// Nonindexed, vbuffers.
|
|
_pD3DDevice->DrawPrimitive
|
|
(D3DPT_LINELIST,
|
|
primitive->get_first_vertex(),
|
|
primitive->get_num_primitives());
|
|
|
|
} else {
|
|
// Nonindexed, client arrays.
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
unsigned int first_vertex = primitive->get_first_vertex();
|
|
_pD3DDevice->DrawPrimitiveUP
|
|
(D3DPT_LINELIST,
|
|
primitive->get_num_primitives(),
|
|
_vertex_data->get_array(0)->get_data() + stride * first_vertex,
|
|
stride);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_linestrips
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of line strips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_linestrips(const qpGeomLinestrips *primitive) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::draw_points
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected points.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
draw_points(const qpGeomPoints *primitive) {
|
|
_vertices_other_pcollector.add_level(primitive->get_num_vertices());
|
|
_primitive_batches_other_pcollector.add_level(1);
|
|
|
|
// The munger should have protected us from indexed points--DirectX
|
|
// doesn't support them.
|
|
nassertv(!primitive->is_indexed());
|
|
|
|
if (_active_vbuffer != NULL) {
|
|
// Nonindexed, vbuffers.
|
|
_pD3DDevice->DrawPrimitive
|
|
(D3DPT_POINTLIST,
|
|
primitive->get_first_vertex(),
|
|
primitive->get_num_primitives());
|
|
|
|
} else {
|
|
// Nonindexed, client arrays.
|
|
int stride = _vertex_data->get_format()->get_array(0)->get_stride();
|
|
unsigned int first_vertex = primitive->get_first_vertex();
|
|
_pD3DDevice->DrawPrimitiveUP
|
|
(D3DPT_POINTLIST,
|
|
primitive->get_num_primitives(),
|
|
_vertex_data->get_array(0)->get_data() + stride * first_vertex,
|
|
stride);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::end_draw_primitives()
|
|
// Access: Public, Virtual
|
|
// Description: Called after a sequence of draw_primitive()
|
|
// functions are called, this should do whatever cleanup
|
|
// is appropriate.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
end_draw_primitives() {
|
|
// Turn off vertex blending--it seems to cause problems if we leave
|
|
// it on.
|
|
if (_vertex_blending_enabled) {
|
|
_pD3DDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
|
|
_pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
|
|
_vertex_blending_enabled = false;
|
|
}
|
|
|
|
if (_vertex_data->is_vertex_transformed()) {
|
|
// Restore the projection matrix that we wiped out above.
|
|
prepare_lens();
|
|
}
|
|
|
|
GraphicsStateGuardian::end_draw_primitives();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 *DXGraphicsStateGuardian8::
|
|
prepare_texture(Texture *tex) {
|
|
DXTextureContext8 *dtc = new DXTextureContext8(tex);
|
|
if (dtc->CreateTexture(*_pScrn) == NULL) {
|
|
delete dtc;
|
|
return NULL;
|
|
}
|
|
|
|
return dtc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::apply_texture
|
|
// Access: Public, Virtual
|
|
// Description: Makes the texture the currently available texture for
|
|
// rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
apply_texture(TextureContext *tc) {
|
|
if (tc==NULL) {
|
|
// The texture wasn't bound properly or something, so ensure
|
|
// texturing is disabled and just return.
|
|
enable_texturing(false);
|
|
return;
|
|
}
|
|
|
|
#ifdef DO_PSTATS
|
|
add_to_texture_record(tc);
|
|
#endif
|
|
|
|
// Note: if this code changes, make sure to change initialization
|
|
// SetTSS code in dx_init as well so DX TSS renderstate matches
|
|
// dxgsg state
|
|
|
|
DXTextureContext8 *dtc = DCAST(DXTextureContext8, 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) {
|
|
dxgsg8_cat.warning()
|
|
<< "Texture " << *dtc->_texture << " has changed mipmap state.\n";
|
|
}
|
|
|
|
dtc->DeleteTexture();
|
|
if (dtc->CreateTexture(*_pScrn) == NULL) {
|
|
|
|
// Oops, we can't re-create the texture for some reason.
|
|
dxgsg8_cat.error() << "Unable to re-create texture " << *dtc->_texture << endl;
|
|
|
|
enable_texturing(false);
|
|
return;
|
|
}
|
|
}
|
|
dtc->clear_dirty_flags();
|
|
} else {
|
|
if(_pCurTexContext == dtc) {
|
|
enable_texturing(true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
Texture *tex = tc->_texture;
|
|
Texture::WrapMode wrapU,wrapV;
|
|
wrapU=tex->get_wrap_u();
|
|
wrapV=tex->get_wrap_v();
|
|
|
|
if (wrapU!=_CurTexWrapModeU) {
|
|
_pD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU,get_texture_wrap_mode(wrapU));
|
|
_CurTexWrapModeU = wrapU;
|
|
}
|
|
if (wrapV!=_CurTexWrapModeV) {
|
|
_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(_CurTexAnisoDegree != aniso_degree) {
|
|
_pD3DDevice->SetTextureStageState(0,D3DTSS_MAXANISOTROPY,aniso_degree);
|
|
_CurTexAnisoDegree = aniso_degree;
|
|
}
|
|
|
|
D3DTEXTUREFILTERTYPE newMagFilter;
|
|
if (aniso_degree<=1) {
|
|
newMagFilter=((ft!=Texture::FT_nearest) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
|
|
|
|
#ifdef _DEBUG
|
|
if((ft!=Texture::FT_linear)&&(ft!=Texture::FT_nearest)) {
|
|
dxgsg8_cat.error() << "MipMap filter type setting for texture magfilter makes no sense, texture: " << tex->get_name() << "\n";
|
|
}
|
|
#endif
|
|
} else {
|
|
newMagFilter=D3DTEXF_ANISOTROPIC;
|
|
}
|
|
|
|
if(_CurTexMagFilter!=newMagFilter) {
|
|
_CurTexMagFilter=newMagFilter;
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, newMagFilter);
|
|
}
|
|
|
|
#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, };
|
|
*/
|
|
// map Panda composite min+mip filter types to d3d's separate min & mip filter types
|
|
static D3DTEXTUREFILTERTYPE PandaToD3DMinType[8] =
|
|
{D3DTEXF_POINT,D3DTEXF_LINEAR,D3DTEXF_POINT,D3DTEXF_LINEAR,D3DTEXF_POINT,D3DTEXF_LINEAR};
|
|
static D3DTEXTUREFILTERTYPE PandaToD3DMipType[8] =
|
|
{D3DTEXF_NONE,D3DTEXF_NONE,D3DTEXF_POINT,D3DTEXF_POINT,D3DTEXF_LINEAR,D3DTEXF_LINEAR};
|
|
|
|
ft=tex->get_minfilter();
|
|
|
|
#ifdef _DEBUG
|
|
if(ft > Texture::FT_linear_mipmap_linear) {
|
|
dxgsg8_cat.error() << "Unknown tex filter type for tex: " << tex->get_name() << " filter: "<<(DWORD)ft<<"\n";
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
D3DTEXTUREFILTERTYPE newMipFilter = PandaToD3DMipType[(DWORD)ft];
|
|
|
|
if (!tex->might_have_ram_image()) {
|
|
// If the texture is completely dynamic, don't try to issue
|
|
// mipmaps--pandadx doesn't support auto-generated mipmaps at this
|
|
// point.
|
|
newMipFilter = D3DTEXF_NONE;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
// sanity check
|
|
extern char *PandaFilterNameStrs[];
|
|
if((!(dtc->_bHasMipMaps))&&(newMipFilter!=D3DTEXF_NONE)) {
|
|
dxgsg8_cat.error() << "Trying to set mipmap filtering for texture with no generated mipmaps!! texname[" << tex->get_name() << "], filter("<<PandaFilterNameStrs[ft]<<")\n";
|
|
newMipFilter=D3DTEXF_NONE;
|
|
}
|
|
#endif
|
|
|
|
|
|
D3DTEXTUREFILTERTYPE newMinFilter = PandaToD3DMinType[(DWORD)ft];
|
|
|
|
if(aniso_degree>=2) {
|
|
newMinFilter=D3DTEXF_ANISOTROPIC;
|
|
}
|
|
|
|
if(newMinFilter!=_CurTexMinFilter) {
|
|
_CurTexMinFilter = newMinFilter;
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, newMinFilter);
|
|
}
|
|
|
|
if(newMipFilter!=_CurTexMipFilter) {
|
|
_CurTexMipFilter = newMipFilter;
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, newMipFilter);
|
|
}
|
|
|
|
// bugbug: does this handle the case of untextured geometry?
|
|
// we dont see this bug cause we never mix textured/untextured
|
|
_pD3DDevice->SetTexture(0,dtc->_pD3DTexture8);
|
|
|
|
#if 0
|
|
if (dtc!=NULL) {
|
|
dxgsg8_cat.spam() << "Setting active DX texture: " << dtc->_tex->get_name() << "\n";
|
|
}
|
|
#endif
|
|
|
|
_pCurTexContext = dtc; // enable_texturing needs this
|
|
enable_texturing(true);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::release_texture
|
|
// Access: Public, Virtual
|
|
// Description: Frees the GL resources previously allocated for the
|
|
// texture.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
release_texture(TextureContext *tc) {
|
|
DXTextureContext8 *gtc = DCAST(DXTextureContext8, tc);
|
|
gtc->DeleteTexture();
|
|
delete gtc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::prepare_vertex_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new retained-mode representation of the
|
|
// given data, and returns a newly-allocated
|
|
// VertexBufferContext pointer to reference it. It is the
|
|
// responsibility of the calling function to later
|
|
// call release_vertex_buffer() with this same pointer (which
|
|
// will also delete the pointer).
|
|
//
|
|
// This function should not be called directly to
|
|
// prepare a buffer. Instead, call Geom::prepare().
|
|
////////////////////////////////////////////////////////////////////
|
|
VertexBufferContext *DXGraphicsStateGuardian8::
|
|
prepare_vertex_buffer(qpGeomVertexArrayData *data) {
|
|
DXVertexBufferContext8 *dvbc = new DXVertexBufferContext8(data);
|
|
return dvbc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::apply_vertex_buffer
|
|
// Access: Public
|
|
// Description: Updates the vertex buffer with the current data, and
|
|
// makes it the current vertex buffer for rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
apply_vertex_buffer(VertexBufferContext *vbc) {
|
|
DXVertexBufferContext8 *dvbc = DCAST(DXVertexBufferContext8, vbc);
|
|
|
|
if (dvbc->_vbuffer == NULL) {
|
|
// Attempt to create a new vertex buffer.
|
|
if (vertex_buffers &&
|
|
dvbc->get_data()->get_usage_hint() != qpGeom::UH_client) {
|
|
dvbc->create_vbuffer(*_pScrn);
|
|
}
|
|
|
|
if (dvbc->_vbuffer != NULL) {
|
|
dvbc->upload_data();
|
|
|
|
add_to_total_buffer_record(dvbc);
|
|
dvbc->mark_loaded();
|
|
|
|
_pD3DDevice->SetStreamSource
|
|
(0, dvbc->_vbuffer, dvbc->get_data()->get_array_format()->get_stride());
|
|
_active_vbuffer = dvbc;
|
|
add_to_vertex_buffer_record(dvbc);
|
|
|
|
} else {
|
|
_active_vbuffer = NULL;
|
|
}
|
|
|
|
} else {
|
|
if (dvbc->was_modified()) {
|
|
if (dvbc->changed_size()) {
|
|
// We have to destroy the old vertex buffer and create a new
|
|
// one.
|
|
dvbc->create_vbuffer(*_pScrn);
|
|
}
|
|
|
|
dvbc->upload_data();
|
|
|
|
add_to_total_buffer_record(dvbc);
|
|
dvbc->mark_loaded();
|
|
_active_vbuffer = NULL;
|
|
}
|
|
|
|
if (_active_vbuffer != dvbc) {
|
|
_pD3DDevice->SetStreamSource
|
|
(0, dvbc->_vbuffer, dvbc->get_data()->get_array_format()->get_stride());
|
|
_active_vbuffer = dvbc;
|
|
add_to_vertex_buffer_record(dvbc);
|
|
}
|
|
}
|
|
|
|
set_vertex_format(dvbc->_fvf);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::release_vertex_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Frees the GL resources previously allocated for the
|
|
// data. This function should never be called
|
|
// directly; instead, call Data::release() (or simply
|
|
// let the Data destruct).
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
release_vertex_buffer(VertexBufferContext *vbc) {
|
|
DXVertexBufferContext8 *dvbc = DCAST(DXVertexBufferContext8, vbc);
|
|
delete dvbc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::prepare_index_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new retained-mode representation of the
|
|
// given data, and returns a newly-allocated
|
|
// IndexBufferContext pointer to reference it. It is the
|
|
// responsibility of the calling function to later call
|
|
// release_index_buffer() with this same pointer (which
|
|
// will also delete the pointer).
|
|
//
|
|
// This function should not be called directly to
|
|
// prepare a buffer. Instead, call Geom::prepare().
|
|
////////////////////////////////////////////////////////////////////
|
|
IndexBufferContext *DXGraphicsStateGuardian8::
|
|
prepare_index_buffer(qpGeomPrimitive *data) {
|
|
DXIndexBufferContext8 *dibc = new DXIndexBufferContext8(data);
|
|
return dibc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::apply_index_buffer
|
|
// Access: Public
|
|
// Description: Updates the index buffer with the current data, and
|
|
// makes it the current index buffer for rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
apply_index_buffer(IndexBufferContext *ibc) {
|
|
DXIndexBufferContext8 *dibc = DCAST(DXIndexBufferContext8, ibc);
|
|
|
|
if (dibc->_ibuffer == NULL) {
|
|
// Attempt to create a new index buffer.
|
|
dibc->create_ibuffer(*_pScrn);
|
|
|
|
if (dibc->_ibuffer != NULL) {
|
|
dibc->upload_data();
|
|
add_to_total_buffer_record(dibc);
|
|
dibc->mark_loaded();
|
|
|
|
_pD3DDevice->SetIndices(dibc->_ibuffer, 0);
|
|
_active_ibuffer = dibc;
|
|
add_to_index_buffer_record(dibc);
|
|
|
|
} else {
|
|
_pD3DDevice->SetIndices(NULL, 0);
|
|
_active_ibuffer = NULL;
|
|
}
|
|
|
|
} else {
|
|
if (dibc->was_modified()) {
|
|
if (dibc->changed_size()) {
|
|
// We have to destroy the old index buffer and create a new
|
|
// one.
|
|
dibc->create_ibuffer(*_pScrn);
|
|
}
|
|
|
|
dibc->upload_data();
|
|
|
|
add_to_total_buffer_record(dibc);
|
|
dibc->mark_loaded();
|
|
_active_ibuffer = NULL;
|
|
}
|
|
|
|
if (_active_ibuffer != dibc) {
|
|
_pD3DDevice->SetIndices(dibc->_ibuffer, 0);
|
|
_active_ibuffer = dibc;
|
|
add_to_index_buffer_record(dibc);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::release_index_buffer
|
|
// Access: Public, Virtual
|
|
// Description: Frees the GL resources previously allocated for the
|
|
// data. This function should never be called
|
|
// directly; instead, call Data::release() (or simply
|
|
// let the Data destruct).
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
release_index_buffer(IndexBufferContext *ibc) {
|
|
DXIndexBufferContext8 *dibc = DCAST(DXIndexBufferContext8, ibc);
|
|
delete dibc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::get_geom_munger
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new GeomMunger object to munge vertices
|
|
// appropriate to this GSG for the indicated state.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(qpGeomMunger) DXGraphicsStateGuardian8::
|
|
get_geom_munger(const RenderState *state) {
|
|
PT(DXGeomMunger8) munger = new DXGeomMunger8(this, state);
|
|
return qpGeomMunger::register_munger(munger);
|
|
}
|
|
|
|
// copies current display region in framebuffer to the texture
|
|
// usually its more efficient to do SetRenderTgt
|
|
void DXGraphicsStateGuardian8::
|
|
framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb) {
|
|
set_read_buffer(rb);
|
|
|
|
HRESULT hr;
|
|
int xo, yo, w, h;
|
|
dr->get_region_pixels_i(xo, yo, w, h);
|
|
|
|
tex->set_x_size(w);
|
|
tex->set_y_size(h);
|
|
|
|
TextureContext *tc = tex->prepare_now(get_prepared_objects(), this);
|
|
if (tc == (TextureContext *)NULL) {
|
|
return;
|
|
}
|
|
DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
|
|
|
|
IDirect3DSurface8 *pTexSurfaceLev0,*pCurRenderTarget;
|
|
hr = dtc->_pD3DTexture8->GetSurfaceLevel(0,&pTexSurfaceLev0);
|
|
if(FAILED(hr)) {
|
|
dxgsg8_cat.error() << "GetSurfaceLev failed in copy_texture" << D3DERRORSTRING(hr);
|
|
return;
|
|
}
|
|
|
|
hr = _pD3DDevice->GetRenderTarget(&pCurRenderTarget);
|
|
if(FAILED(hr)) {
|
|
dxgsg8_cat.error() << "GetRenderTgt failed in copy_texture" << D3DERRORSTRING(hr);
|
|
SAFE_RELEASE(pTexSurfaceLev0);
|
|
return;
|
|
}
|
|
|
|
RECT SrcRect;
|
|
|
|
SrcRect.left = xo;
|
|
SrcRect.right = xo+w;
|
|
SrcRect.top = yo;
|
|
SrcRect.bottom = yo+h;
|
|
|
|
// now copy from fb to tex
|
|
hr = _pD3DDevice->CopyRects(pCurRenderTarget,&SrcRect,1,pTexSurfaceLev0,0);
|
|
if(FAILED(hr)) {
|
|
dxgsg8_cat.error()
|
|
<< "CopyRects failed in copy_texture" << D3DERRORSTRING(hr);
|
|
}
|
|
|
|
SAFE_RELEASE(pCurRenderTarget);
|
|
SAFE_RELEASE(pTexSurfaceLev0);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian9::framebuffer_copy_to_ram
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian8::
|
|
framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb) {
|
|
set_read_buffer(rb);
|
|
|
|
RECT SrcCopyRect;
|
|
nassertr(tex != NULL && dr != NULL, false);
|
|
|
|
int xo, yo, w, h;
|
|
dr->get_region_pixels_i(xo, yo, w, h);
|
|
|
|
tex->setup_2d_texture(w, h, Texture::T_unsigned_byte, Texture::F_rgb);
|
|
|
|
SrcCopyRect.top = yo;
|
|
SrcCopyRect.left = xo;
|
|
SrcCopyRect.right = xo + w;
|
|
SrcCopyRect.bottom = yo + h;
|
|
|
|
IDirect3DSurface8 *pD3DSurf;
|
|
HRESULT hr;
|
|
|
|
if(_cur_read_pixel_buffer & RenderBuffer::T_back) {
|
|
hr=_pD3DDevice->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pD3DSurf);
|
|
|
|
if(FAILED(hr)) {
|
|
dxgsg8_cat.error() << "GetBackBuffer failed" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
// note if you try to grab the backbuffer and full-screen anti-aliasing is on,
|
|
// the backbuffer might be larger than the window size. for screenshots its safer to get the front buffer.
|
|
|
|
} else if(_cur_read_pixel_buffer & RenderBuffer::T_front) {
|
|
// must create a A8R8G8B8 sysmem surface for GetFrontBuffer to copy to
|
|
|
|
DWORD TmpSurfXsize,TmpSurfYsize;
|
|
|
|
if(_pScrn->PresParams.Windowed) {
|
|
// GetFrontBuffer retrieves the entire desktop for a monitor, so
|
|
// need space for that
|
|
|
|
MONITORINFO minfo;
|
|
minfo.cbSize = sizeof(MONITORINFO);
|
|
GetMonitorInfo(_pScrn->hMon, &minfo); // have to use GetMonitorInfo, since this gsg may not be for primary monitor
|
|
|
|
TmpSurfXsize = RECT_XSIZE(minfo.rcMonitor);
|
|
TmpSurfYsize = RECT_YSIZE(minfo.rcMonitor);
|
|
|
|
// set SrcCopyRect to client area of window in scrn coords
|
|
ClientToScreen( _pScrn->hWnd, (POINT*)&SrcCopyRect.left );
|
|
ClientToScreen( _pScrn->hWnd, (POINT*)&SrcCopyRect.right );
|
|
|
|
} else {
|
|
RECT WindRect;
|
|
GetWindowRect(_pScrn->hWnd,&WindRect);
|
|
TmpSurfXsize = RECT_XSIZE(WindRect);
|
|
TmpSurfYsize = RECT_YSIZE(WindRect);
|
|
}
|
|
|
|
hr=_pD3DDevice->CreateImageSurface(TmpSurfXsize,TmpSurfYsize,D3DFMT_A8R8G8B8,&pD3DSurf);
|
|
if(FAILED(hr)) {
|
|
dxgsg8_cat.error() << "CreateImageSurface failed in copy_pixel_buffer()" << D3DERRORSTRING(hr);
|
|
return false;
|
|
}
|
|
|
|
hr=_pD3DDevice->GetFrontBuffer(pD3DSurf);
|
|
|
|
if(hr==D3DERR_DEVICELOST) {
|
|
pD3DSurf->Release();
|
|
dxgsg8_cat.error() << "copy_pixel_buffer failed: device lost\n";
|
|
return false;
|
|
}
|
|
|
|
} else {
|
|
dxgsg8_cat.error() << "copy_pixel_buffer: unhandled current_read_pixel_buffer type\n";
|
|
return false;
|
|
}
|
|
|
|
(void) ConvertD3DSurftoPixBuf(SrcCopyRect,pD3DSurf,tex);
|
|
|
|
RELEASE(pD3DSurf,dxgsg8,"pD3DSurf",RELEASE_ONCE);
|
|
|
|
nassertr(tex->has_ram_image(), false);
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::apply_material
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
apply_material(const Material *material) {
|
|
D3DMATERIAL8 cur_material;
|
|
cur_material.Diffuse = *(D3DCOLORVALUE *)(material->get_diffuse().get_data());
|
|
cur_material.Ambient = *(D3DCOLORVALUE *)(material->get_ambient().get_data());
|
|
cur_material.Specular = *(D3DCOLORVALUE *)(material->get_specular().get_data());
|
|
cur_material.Emissive = *(D3DCOLORVALUE *)(material->get_emission().get_data());
|
|
cur_material.Power = material->get_shininess();
|
|
|
|
_pD3DDevice->SetMaterial(&cur_material);
|
|
|
|
if (material->has_diffuse()) {
|
|
// If the material specifies an diffuse color, use it.
|
|
_pD3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
} else {
|
|
// Otherwise, the diffuse color comes from the object color.
|
|
_pD3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
|
|
}
|
|
if (material->has_ambient()) {
|
|
// If the material specifies an ambient color, use it.
|
|
_pD3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
} else {
|
|
// Otherwise, the ambient color comes from the object color.
|
|
_pD3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1);
|
|
}
|
|
|
|
if (material->get_local()) {
|
|
_pD3DDevice->SetRenderState(D3DRS_LOCALVIEWER, TRUE);
|
|
} else {
|
|
_pD3DDevice->SetRenderState(D3DRS_LOCALVIEWER, FALSE);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::apply_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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
|
|
_pD3DDevice->SetRenderState((D3DRENDERSTATETYPE)_doFogType, d3dfogmode);
|
|
|
|
const Colorf &fog_colr = fog->get_color();
|
|
_pD3DDevice->SetRenderState(D3DRS_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:
|
|
{
|
|
float onset, opaque;
|
|
fog->get_linear_range(onset, opaque);
|
|
|
|
_pD3DDevice->SetRenderState( D3DRS_FOGSTART,
|
|
*((LPDWORD) (&onset)) );
|
|
_pD3DDevice->SetRenderState( D3DRS_FOGEND,
|
|
*((LPDWORD) (&opaque)) );
|
|
}
|
|
break;
|
|
case Fog::M_exponential:
|
|
case Fog::M_exponential_squared:
|
|
{
|
|
// Exponential fog is always camera-relative.
|
|
float fog_density = fog->get_exp_density();
|
|
_pD3DDevice->SetRenderState( D3DRS_FOGDENSITY,
|
|
*((LPDWORD) (&fog_density)) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void DXGraphicsStateGuardian8::SetTextureBlendMode(TextureApplyAttrib::Mode TexBlendMode,bool bCanJustEnable) {
|
|
|
|
/*class TextureApplyAttrib {
|
|
enum Mode {
|
|
M_modulate,M_decal,M_blend,M_replace,M_add};
|
|
*/
|
|
static D3DTEXTUREOP TexBlendColorOp1[/* TextureApplyAttrib::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
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, TexBlendColorOp1[TexBlendMode] );
|
|
return;
|
|
}
|
|
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, TexBlendColorOp1[TexBlendMode] );
|
|
|
|
switch (TexBlendMode) {
|
|
|
|
case TextureApplyAttrib::M_modulate:
|
|
// emulates GL_MODULATE glTexEnv mode
|
|
// want to multiply tex-color*pixel color to emulate GL modulate blend (see glTexEnv)
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
break;
|
|
case TextureApplyAttrib::M_decal:
|
|
// emulates GL_DECAL glTexEnv mode
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
|
|
break;
|
|
case TextureApplyAttrib::M_replace:
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
break;
|
|
case TextureApplyAttrib::M_add:
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
// since I'm making up 'add' mode, use modulate. "adding" alpha never makes sense right?
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
break;
|
|
case TextureApplyAttrib::M_blend:
|
|
dxgsg8_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
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
need to SetTexture(1,tex) also
|
|
_pD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); wrong
|
|
_pD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
_pD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_TFACTOR );
|
|
|
|
_pD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
_pD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_CURRENT );
|
|
*/
|
|
|
|
|
|
break;
|
|
default:
|
|
dxgsg8_cat.error() << "Unknown texture blend mode " << (int) TexBlendMode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_transform
|
|
// Access: Public, Virtual
|
|
// Description: Sends the indicated transform matrix to the graphics
|
|
// API to be applied to future vertices.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_transform(const TransformState *transform) {
|
|
DO_PSTATS_STUFF(_transform_state_pcollector.add_level(1));
|
|
|
|
const D3DMATRIX *d3d_mat = (const D3DMATRIX *)transform->get_mat().get_data();
|
|
_pD3DDevice->SetTransform(D3DTS_WORLD, d3d_mat);
|
|
_transform_stale = false;
|
|
|
|
_transform = transform;
|
|
if (_auto_rescale_normal) {
|
|
do_auto_rescale_normal();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_tex_matrix
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_tex_matrix(const TexMatrixAttrib *attrib) {
|
|
const LMatrix4f &m = attrib->get_mat();
|
|
|
|
if (!attrib->has_stage(TextureStage::get_default())) {
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
D3DTTFF_DISABLE);
|
|
// For some reason, "disabling" texture coordinate transforms
|
|
// doesn't seem to be sufficient. We'll load an identity matrix
|
|
// to underscore the point.
|
|
_pD3DDevice->SetTransform(D3DTS_TEXTURE0, &matIdentity);
|
|
|
|
} else {
|
|
// We have to reorder the elements of the matrix for some reason.
|
|
LMatrix4f dm(m(0, 0), m(0, 1), m(0, 3), 0.0f,
|
|
m(1, 0), m(1, 1), m(1, 3), 0.0f,
|
|
m(3, 0), m(3, 1), m(3, 3), 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f);
|
|
_pD3DDevice->SetTransform(D3DTS_TEXTURE0, (D3DMATRIX *)dm.get_data());
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
D3DTTFF_COUNT2);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_tex_gen
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_tex_gen(const TexGenAttrib *attrib) {
|
|
TexGenAttrib::Mode mode = attrib->get_mode(TextureStage::get_default());
|
|
switch (mode) {
|
|
case TexGenAttrib::M_off:
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
|
|
break;
|
|
|
|
case TexGenAttrib::M_eye_sphere_map:
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,
|
|
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
|
|
break;
|
|
|
|
case TexGenAttrib::M_point_sprite:
|
|
_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_shade_model
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_shade_model(const ShadeModelAttrib *attrib) {
|
|
switch (attrib->get_mode()) {
|
|
case ShadeModelAttrib::M_smooth:
|
|
_pD3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
|
_bGouraudShadingOn = true;
|
|
break;
|
|
|
|
case ShadeModelAttrib::M_flat:
|
|
_pD3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
|
_bGouraudShadingOn = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_texture
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_texture(const TextureAttrib *attrib) {
|
|
DO_PSTATS_STUFF(_texture_state_pcollector.add_level(1));
|
|
if (attrib->is_off()) {
|
|
enable_texturing(false);
|
|
} else {
|
|
Texture *tex = attrib->get_texture();
|
|
nassertv(tex != (Texture *)NULL);
|
|
|
|
TextureContext *tc = tex->prepare_now(_prepared_objects, this);
|
|
apply_texture(tc);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_material
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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: DXGraphicsStateGuardian8::issue_render_mode
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_render_mode(const RenderModeAttrib *attrib) {
|
|
RenderModeAttrib::Mode mode = attrib->get_mode();
|
|
|
|
switch (mode) {
|
|
case RenderModeAttrib::M_unchanged:
|
|
case RenderModeAttrib::M_filled:
|
|
_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
break;
|
|
|
|
case RenderModeAttrib::M_wireframe:
|
|
_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
|
break;
|
|
|
|
case RenderModeAttrib::M_point:
|
|
_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
|
|
break;
|
|
|
|
default:
|
|
dxgsg8_cat.error()
|
|
<< "Unknown render mode " << (int)mode << endl;
|
|
}
|
|
|
|
// This might also specify the point size.
|
|
float point_size = attrib->get_thickness();
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&point_size));
|
|
|
|
if (attrib->get_perspective()) {
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
|
|
|
|
LVector3f height(0.0f, point_size, 1.0f);
|
|
height = height * _projection_mat;
|
|
float s = height[1] / point_size;
|
|
|
|
float zero = 0.0f;
|
|
float one_over_s2 = 1.0f / (s * s);
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSCALE_A, *((DWORD*)&zero));
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSCALE_B, *((DWORD*)&zero));
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSCALE_C, *((DWORD*)&one_over_s2));
|
|
|
|
} else {
|
|
_pD3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
|
|
}
|
|
|
|
_current_fill_mode = mode;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_rescale_normal
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_rescale_normal(const RescaleNormalAttrib *attrib) {
|
|
RescaleNormalAttrib::Mode mode = attrib->get_mode();
|
|
|
|
_auto_rescale_normal = false;
|
|
|
|
switch (mode) {
|
|
case RescaleNormalAttrib::M_none:
|
|
_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, false);
|
|
break;
|
|
|
|
case RescaleNormalAttrib::M_rescale:
|
|
case RescaleNormalAttrib::M_normalize:
|
|
_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
|
|
break;
|
|
|
|
case RescaleNormalAttrib::M_auto:
|
|
_auto_rescale_normal = true;
|
|
do_auto_rescale_normal();
|
|
break;
|
|
|
|
default:
|
|
dxgsg8_cat.error()
|
|
<< "Unknown rescale_normal mode " << (int)mode << endl;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_texture_apply
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_texture_apply(const TextureApplyAttrib *attrib) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_depth_test
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_depth_test(const DepthTestAttrib *attrib) {
|
|
DepthTestAttrib::PandaCompareFunc mode = attrib->get_mode();
|
|
if (mode == DepthTestAttrib::M_none) {
|
|
_depth_test_enabled = false;
|
|
_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
|
|
} else {
|
|
_depth_test_enabled = true;
|
|
_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
|
|
_pD3DDevice->SetRenderState(D3DRS_ZFUNC, (D3DCMPFUNC) mode);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_alpha_test
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_alpha_test(const AlphaTestAttrib *attrib) {
|
|
AlphaTestAttrib::PandaCompareFunc mode = attrib->get_mode();
|
|
if (mode == AlphaTestAttrib::M_none) {
|
|
enable_alpha_test(false);
|
|
} else {
|
|
// AlphaTestAttrib::PandaCompareFunc === D3DCMPFUNC
|
|
call_dxAlphaFunc((D3DCMPFUNC)mode, attrib->get_reference_alpha());
|
|
enable_alpha_test(true);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_depth_write
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_depth_write(const DepthWriteAttrib *attrib) {
|
|
enable_zwritemask(attrib->get_mode() == DepthWriteAttrib::M_on);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_cull_face
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_cull_face(const CullFaceAttrib *attrib) {
|
|
_cull_face_mode = attrib->get_effective_mode();
|
|
|
|
switch (_cull_face_mode) {
|
|
case CullFaceAttrib::M_cull_none:
|
|
_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
break;
|
|
case CullFaceAttrib::M_cull_clockwise:
|
|
_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
|
|
break;
|
|
case CullFaceAttrib::M_cull_counter_clockwise:
|
|
_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
|
break;
|
|
default:
|
|
dxgsg8_cat.error()
|
|
<< "invalid cull face mode " << (int)_cull_face_mode << endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_fog
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_fog(const FogAttrib *attrib) {
|
|
if (!attrib->is_off()) {
|
|
enable_fog(true);
|
|
Fog *fog = attrib->get_fog();
|
|
nassertv(fog != (Fog *)NULL);
|
|
apply_fog(fog);
|
|
} else {
|
|
enable_fog(false);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::issue_depth_offset
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
issue_depth_offset(const DepthOffsetAttrib *attrib) {
|
|
int offset = attrib->get_offset();
|
|
_pD3DDevice->SetRenderState(D3DRS_ZBIAS, offset);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
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.
|
|
NodePath 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;
|
|
D3DLIGHT8 alight;
|
|
alight.Type = D3DLIGHT_POINT;
|
|
alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
|
alight.Ambient = black ;
|
|
alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
|
|
|
// Position needs to specify x, y, z, and w
|
|
// w == 1 implies non-infinite position
|
|
alight.Position = *(D3DVECTOR *)pos.get_data();
|
|
|
|
alight.Range = __D3DLIGHT_RANGE_MAX;
|
|
alight.Falloff = 1.0f;
|
|
|
|
const LVecBase3f &att = light->get_attenuation();
|
|
alight.Attenuation0 = att[0];
|
|
alight.Attenuation1 = att[1];
|
|
alight.Attenuation2 = att[2];
|
|
|
|
HRESULT res = _pD3DDevice->SetLight(light_id, &alight);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
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.
|
|
NodePath 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;
|
|
|
|
D3DLIGHT8 alight;
|
|
ZeroMemory(&alight, sizeof(D3DLIGHT8));
|
|
|
|
alight.Type = D3DLIGHT_DIRECTIONAL;
|
|
alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
|
alight.Ambient = black ;
|
|
alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
|
|
|
alight.Direction = *(D3DVECTOR *)dir.get_data();
|
|
|
|
alight.Range = __D3DLIGHT_RANGE_MAX;
|
|
alight.Falloff = 1.0f;
|
|
|
|
alight.Attenuation0 = 1.0f; // constant
|
|
alight.Attenuation1 = 0.0f; // linear
|
|
alight.Attenuation2 = 0.0f; // quadratic
|
|
|
|
HRESULT res = _pD3DDevice->SetLight(light_id, &alight);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
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.
|
|
NodePath 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;
|
|
|
|
D3DLIGHT8 alight;
|
|
ZeroMemory(&alight, sizeof(D3DLIGHT8));
|
|
|
|
alight.Type = D3DLIGHT_SPOT;
|
|
alight.Ambient = black ;
|
|
alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
|
alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
|
|
|
alight.Position = *(D3DVECTOR *)pos.get_data();
|
|
|
|
alight.Direction = *(D3DVECTOR *)dir.get_data();
|
|
|
|
alight.Range = __D3DLIGHT_RANGE_MAX;
|
|
alight.Falloff = 1.0f;
|
|
alight.Theta = 0.0f;
|
|
alight.Phi = lens->get_hfov();
|
|
|
|
const LVecBase3f &att = light->get_attenuation();
|
|
alight.Attenuation0 = att[0];
|
|
alight.Attenuation1 = att[1];
|
|
alight.Attenuation2 = att[2];
|
|
|
|
HRESULT res = _pD3DDevice->SetLight(light_id, &alight);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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.
|
|
//
|
|
// The return value is true if successful (in which case
|
|
// the frame will be drawn and end_frame() will be
|
|
// called later), or false if unsuccessful (in which
|
|
// case nothing will be drawn and end_frame() will not
|
|
// be called).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian8::
|
|
begin_frame() {
|
|
return GraphicsStateGuardian::begin_frame();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::begin_scene
|
|
// Access: Public, Virtual
|
|
// Description: Called between begin_frame() and end_frame() to mark
|
|
// the beginning of drawing commands for a "scene"
|
|
// (usually a particular DisplayRegion) within a frame.
|
|
// All 3-D drawing commands, except the clear operation,
|
|
// must be enclosed within begin_scene() .. end_scene().
|
|
//
|
|
// The return value is true if successful (in which case
|
|
// the scene will be drawn and end_scene() will be
|
|
// called later), or false if unsuccessful (in which
|
|
// case nothing will be drawn and end_scene() will not
|
|
// be called).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian8::
|
|
begin_scene() {
|
|
if (!GraphicsStateGuardian::begin_scene()) {
|
|
return false;
|
|
}
|
|
|
|
HRESULT hr = _pD3DDevice->BeginScene();
|
|
|
|
if (FAILED(hr)) {
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
if (dxgsg8_cat.is_debug()) {
|
|
dxgsg8_cat.debug()
|
|
<< "BeginScene returns D3DERR_DEVICELOST" << endl;
|
|
}
|
|
|
|
CheckCooperativeLevel();
|
|
|
|
} else {
|
|
dxgsg8_cat.error()
|
|
<< "BeginScene failed, unhandled error hr == "
|
|
<< D3DERRORSTRING(hr) << endl;
|
|
exit(1);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::end_scene
|
|
// Access: Public, Virtual
|
|
// Description: Called between begin_frame() and end_frame() to mark
|
|
// the end of drawing commands for a "scene" (usually a
|
|
// particular DisplayRegion) within a frame. All 3-D
|
|
// drawing commands, except the clear operation, must be
|
|
// enclosed within begin_scene() .. end_scene().
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
end_scene() {
|
|
HRESULT hr = _pD3DDevice->EndScene();
|
|
|
|
if (FAILED(hr)) {
|
|
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
if(dxgsg8_cat.is_debug()) {
|
|
dxgsg8_cat.debug()
|
|
<< "EndScene returns DeviceLost\n";
|
|
}
|
|
CheckCooperativeLevel();
|
|
|
|
} else {
|
|
dxgsg8_cat.error()
|
|
<< "EndScene failed, unhandled error hr == " << D3DERRORSTRING(hr);
|
|
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 DXGraphicsStateGuardian8::
|
|
end_frame() {
|
|
#ifdef COUNT_DRAWPRIMS
|
|
{
|
|
#define FRAMES_PER_DPINFO 90
|
|
static DWORD LastDPInfoFrame=0;
|
|
static DWORD LastTickCount=0;
|
|
const float one_thousandth = 1.0f/1000.0f;
|
|
|
|
if (_cur_frame_count-LastDPInfoFrame > FRAMES_PER_DPINFO) {
|
|
DWORD CurTickCount=GetTickCount();
|
|
float delta_secs=(CurTickCount-LastTickCount)*one_thousandth;
|
|
|
|
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;
|
|
|
|
dxgsg8_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_RESOURCESTATS)
|
|
#ifndef PRINT_RESOURCESTATS
|
|
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
|
|
|
|
// Note: regular GraphicsWindow::end_frame is being called,
|
|
// but we override gsg::end_frame, so need to explicitly call it here
|
|
// (currently it's an empty fn)
|
|
GraphicsStateGuardian::end_frame();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::get_index_type
|
|
// Access: Protected, Static
|
|
// Description: Maps from the Geom's internal numeric type symbols
|
|
// to DirectX's.
|
|
////////////////////////////////////////////////////////////////////
|
|
D3DFORMAT DXGraphicsStateGuardian8::
|
|
get_index_type(qpGeom::NumericType numeric_type) {
|
|
switch (numeric_type) {
|
|
case qpGeom::NT_uint16:
|
|
return D3DFMT_INDEX16;
|
|
|
|
case qpGeom::NT_uint32:
|
|
return D3DFMT_INDEX32;
|
|
}
|
|
|
|
dxgsg8_cat.error()
|
|
<< "Invalid index NumericType value (" << (int)numeric_type << ")\n";
|
|
return D3DFMT_INDEX16;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
set_draw_buffer(const RenderBuffer &rb) {
|
|
dxgsg8_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: DXGraphicsStateGuardian8::set_read_buffer
|
|
// Access: Protected
|
|
// Description: Vestigial analog of glReadBuffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
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 {
|
|
dxgsg8_cat.error() << "Invalid or unimplemented Argument to set_read_buffer!\n";
|
|
}
|
|
return;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::get_smooth_state
|
|
// Access: Protected, Static
|
|
// Description: Returns a RenderState object that represents
|
|
// smooth, per-vertex shading.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) DXGraphicsStateGuardian8::
|
|
get_smooth_state() {
|
|
static CPT(RenderState) state;
|
|
if (state == (RenderState *)NULL) {
|
|
state = RenderState::make(ShadeModelAttrib::make(ShadeModelAttrib::M_smooth));
|
|
}
|
|
return state;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::get_flat_state
|
|
// Access: Protected, Static
|
|
// Description: Returns a RenderState object that represents
|
|
// flat, per-primitive shading.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) DXGraphicsStateGuardian8::
|
|
get_flat_state() {
|
|
static CPT(RenderState) state;
|
|
if (state == (RenderState *)NULL) {
|
|
state = RenderState::make(ShadeModelAttrib::make(ShadeModelAttrib::M_flat));
|
|
}
|
|
return state;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::do_auto_rescale_normal
|
|
// Access: Protected
|
|
// Description: Issues the appropriate GL commands to either rescale
|
|
// or normalize the normals according to the current
|
|
// transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
do_auto_rescale_normal() {
|
|
if (_transform->has_uniform_scale() &&
|
|
IS_NEARLY_EQUAL(_transform->get_uniform_scale(), 1.0f)) {
|
|
// If there's no scale, don't normalize anything.
|
|
_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, false);
|
|
|
|
} else {
|
|
// If there is a scale, turn on normalization.
|
|
_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
enable_lighting(bool enable) {
|
|
_pD3DDevice->SetRenderState(D3DRS_LIGHTING, (DWORD)enable);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
set_ambient_light(const Colorf &color) {
|
|
_pD3DDevice->SetRenderState(D3DRS_AMBIENT,
|
|
Colorf_to_D3DCOLOR(color));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::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 DXGraphicsStateGuardian8::
|
|
enable_light(int light_id, bool enable) {
|
|
HRESULT res = _pD3DDevice->LightEnable(light_id, enable);
|
|
|
|
#ifdef GSG_VERBOSE
|
|
dxgsg8_cat.debug()
|
|
<< "LightEnable(" << light_id << "=" << enable << ")" << endl;
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::slot_new_clip_plane
|
|
// Access: Protected, Virtual
|
|
// Description: This will be called by the base class before a
|
|
// particular clip plane id will be used for the first
|
|
// time. It is intended to allow the derived class to
|
|
// reserve any additional resources, if required, for
|
|
// the new clip plane; and also to indicate whether the
|
|
// hardware supports this many simultaneous clipping
|
|
// planes.
|
|
//
|
|
// The return value should be true if the additional
|
|
// plane is supported, or false if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool DXGraphicsStateGuardian8::
|
|
slot_new_clip_plane(int plane_id) {
|
|
return (plane_id < D3DMAXUSERCLIPPLANES);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::bind_clip_plane
|
|
// Access: Protected, Virtual
|
|
// Description: Called the first time a particular clip_plane has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware clip_plane with the clip_plane's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
bind_clip_plane(PlaneNode *plane, int plane_id) {
|
|
// Get the plane in "world coordinates". This means the plane in
|
|
// the coordinate space of the camera, converted to DX's coordinate
|
|
// system.
|
|
NodePath plane_np(plane);
|
|
const LMatrix4f &plane_mat = plane_np.get_mat(_scene_setup->get_camera_path());
|
|
LMatrix4f rel_mat = plane_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
|
|
Planef world_plane = plane->get_plane() * rel_mat;
|
|
|
|
_pD3DDevice->SetClipPlane(plane_id, world_plane.get_data());
|
|
}
|
|
|
|
void DXGraphicsStateGuardian8::
|
|
issue_color_write(const ColorWriteAttrib *attrib) {
|
|
_color_write_mode = attrib->get_mode();
|
|
set_color_writemask((_color_write_mode ==ColorWriteAttrib::M_on) ? 0xFFFFFFFF : 0x0);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: DXGraphicsStateGuardian8::set_blend_mode
|
|
// Access: Protected, Virtual
|
|
// Description: Called after any of the things that might change
|
|
// blending state have changed, this function is
|
|
// responsible for setting the appropriate color
|
|
// blending mode based on the current properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
set_blend_mode() {
|
|
|
|
if((_color_write_mode == ColorWriteAttrib::M_off) && !_pScrn->bCanDirectDisableColorWrites) {
|
|
// need !_pScrn->bCanDirectDisableColorWrites guard because other issue_colorblend,issue_transp
|
|
// will come this way, and they should ignore the colorwriteattrib value since it's been
|
|
// handled separately in set_color_writemask
|
|
enable_blend(true);
|
|
call_dxBlendFunc(D3DBLEND_ZERO, D3DBLEND_ONE);
|
|
return;
|
|
}
|
|
|
|
// Is there a color blend set?
|
|
if (_color_blend_mode != ColorBlendAttrib::M_none) {
|
|
enable_blend(true);
|
|
|
|
switch (_color_blend_mode) {
|
|
case ColorBlendAttrib::M_add:
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_subtract:
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_inv_subtract:
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_min:
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MIN);
|
|
break;
|
|
|
|
case ColorBlendAttrib::M_max:
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MAX);
|
|
break;
|
|
}
|
|
|
|
call_dxBlendFunc(get_blend_func(_color_blend->get_operand_a()),
|
|
get_blend_func(_color_blend->get_operand_b()));
|
|
return;
|
|
}
|
|
|
|
// No color blend; is there a transparency set?
|
|
switch (_transparency_mode) {
|
|
case TransparencyAttrib::M_none:
|
|
case TransparencyAttrib::M_binary:
|
|
break;
|
|
|
|
case TransparencyAttrib::M_alpha:
|
|
case TransparencyAttrib::M_multisample:
|
|
case TransparencyAttrib::M_multisample_mask:
|
|
case TransparencyAttrib::M_dual:
|
|
enable_blend(true);
|
|
_pD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
call_dxBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
return;
|
|
|
|
default:
|
|
dxgsg8_cat.error()
|
|
<< "invalid transparency mode " << (int)_transparency_mode << endl;
|
|
break;
|
|
}
|
|
|
|
// Nothing's set, so disable blending.
|
|
enable_blend(false);
|
|
}
|
|
|
|
TypeHandle DXGraphicsStateGuardian8::get_type(void) const {
|
|
return get_class_type();
|
|
}
|
|
|
|
TypeHandle DXGraphicsStateGuardian8::get_class_type(void) {
|
|
return _type_handle;
|
|
}
|
|
|
|
void DXGraphicsStateGuardian8::init_type(void) {
|
|
GraphicsStateGuardian::init_type();
|
|
register_type(_type_handle, "DXGraphicsStateGuardian8",
|
|
GraphicsStateGuardian::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: dx_cleanup
|
|
// Description: Clean up the DirectX environment, accounting for exit()
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::
|
|
dx_cleanup(bool bRestoreDisplayMode,bool bAtExitFnCalled) {
|
|
static bool bAtExitFnEverCalled=false;
|
|
|
|
if(dxgsg8_cat.is_spam()) {
|
|
dxgsg8_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;
|
|
|
|
if (!_pD3DDevice)
|
|
return;
|
|
|
|
// unsafe to do the D3D releases after exit() called, since DLL_PROCESS_DETACH
|
|
// msg already delivered to d3d.dll and it's unloaded itself
|
|
|
|
wdxdisplay8_cat.debug() << "called dx_cleanup\n";
|
|
free_nondx_resources();
|
|
|
|
wdxdisplay8_cat.debug() << "device : " << _pD3DDevice << endl;
|
|
PRINT_REFCNT(dxgsg8,_pD3DDevice);
|
|
|
|
PRINT_REFCNT(dxgsg8,_pD3DDevice);
|
|
|
|
// Do a safe check for releasing the D3DDEVICE. RefCount should be zero.
|
|
// if we're called from exit(), _pD3DDevice may already have been released
|
|
for(int i=0;i<D3D_MAXTEXTURESTAGES;i++)
|
|
_pD3DDevice->SetTexture(i,NULL); // d3d should release this stuff internally anyway, but whatever
|
|
RELEASE(_pD3DDevice,dxgsg8,"d3dDevice",RELEASE_DOWN_TO_ZERO);
|
|
_pScrn->pD3DDevice = NULL;
|
|
|
|
// Releasing pD3D is now the responsibility of the GraphicsPipe destructor
|
|
}
|
|
|
|
void DXGraphicsStateGuardian8::
|
|
set_context(DXScreenData *pNewContextData) {
|
|
// dont do copy from window since dx_init sets fields too.
|
|
// simpler to keep all of it in one place, so use ptr to window struct
|
|
|
|
assert(pNewContextData!=NULL);
|
|
_pScrn = pNewContextData;
|
|
_pD3DDevice = _pScrn->pD3DDevice; //copy this one field for speed of deref
|
|
_pSwapChain = _pScrn->pSwapChain; //copy this one field for speed of deref
|
|
|
|
//wdxdisplay8_cat.debug() << "SwapChain = "<< _pSwapChain << "\n";
|
|
}
|
|
|
|
bool DXGraphicsStateGuardian8::
|
|
create_swap_chain(DXScreenData *pNewContextData) {
|
|
// Instead of creating a device and rendering as d3ddevice->present()
|
|
// we should render using SwapChain->present(). This is done to support
|
|
// multiple windows rendering. For that purpose, we need to set additional
|
|
// swap chains here.
|
|
|
|
HRESULT hr;
|
|
hr = pNewContextData->pD3DDevice->CreateAdditionalSwapChain(&pNewContextData->PresParams, &pNewContextData->pSwapChain);
|
|
if (FAILED(hr)) {
|
|
wdxdisplay8_cat.debug() << "Swapchain creation failed :"<<D3DERRORSTRING(hr)<<"\n";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool DXGraphicsStateGuardian8::
|
|
release_swap_chain(DXScreenData *pNewContextData) {
|
|
// Release the swap chain on this DXScreenData
|
|
HRESULT hr;
|
|
if (pNewContextData->pSwapChain) {
|
|
hr = pNewContextData->pSwapChain->Release();
|
|
if (FAILED(hr)) {
|
|
wdxdisplay8_cat.debug() << "Swapchain release failed:" << D3DERRORSTRING(hr) << "\n";
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool refill_tex_callback(TextureContext *tc,void *void_dxgsg_ptr) {
|
|
DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
|
|
// DXGraphicsStateGuardian8 *dxgsg = (DXGraphicsStateGuardian8 *)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) {
|
|
DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
|
|
|
|
// release DDSurf (but not the texture context)
|
|
dtc->DeleteTexture();
|
|
return true;
|
|
}
|
|
|
|
bool recreate_tex_callback(TextureContext *tc,void *void_dxgsg_ptr) {
|
|
DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
|
|
DXGraphicsStateGuardian8 *dxgsg = (DXGraphicsStateGuardian8 *)void_dxgsg_ptr;
|
|
|
|
// Re-fill the contents of textures and vertex buffers
|
|
// which just got restored now.
|
|
|
|
IDirect3DTexture8 *ddtex = dtc->CreateTexture(*dxgsg->_pScrn);
|
|
return ddtex!=NULL;
|
|
}
|
|
|
|
// release all textures and vertex/index buffers
|
|
HRESULT DXGraphicsStateGuardian8::DeleteAllDeviceObjects(void) {
|
|
// BUGBUG: need to release any vertexbuffers here
|
|
|
|
// cant access template in libpanda.dll directly due to vc++ limitations, use traverser to get around it
|
|
|
|
// dont call release_all_textures() because we want the panda tex obj around so it can reload its texture
|
|
|
|
// bugbug: do I still need to delete all the textures since they are all D3DPOOL_MANAGED now?
|
|
traverse_prepared_textures(delete_tex_callback,this);
|
|
|
|
if(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "release of all textures complete\n";
|
|
|
|
assert(_pD3DDevice);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
// recreate all textures and vertex/index buffers
|
|
HRESULT DXGraphicsStateGuardian8::RecreateAllDeviceObjects(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(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "recreation of all textures complete\n";
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT DXGraphicsStateGuardian8::ReleaseAllDeviceObjects(void) {
|
|
// release any D3DPOOL_DEFAULT objects here (currently none)
|
|
return S_OK;
|
|
}
|
|
|
|
#if 0
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: show_frame
|
|
// Access:
|
|
// Description: redraw primary buffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::show_frame(bool bNoNewFrameDrawn) {
|
|
if(_pD3DDevice==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
|
|
HRESULT hr;
|
|
|
|
if(bNoNewFrameDrawn) {
|
|
// a new frame has not been rendered, we just want to display the last thing
|
|
// that was drawn into backbuf, if backbuf is valid
|
|
if(_pScrn->PresParams.SwapEffect==D3DSWAPEFFECT_DISCARD) {
|
|
// in DISCARD mode, old backbufs are not guaranteed to have valid pixels,
|
|
// so we cant copy back->front here. just give up.
|
|
return;
|
|
} else if(_pScrn->PresParams.SwapEffect==D3DSWAPEFFECT_FLIP) {
|
|
/* bugbug: here we should use CopyRects here to copy backbuf to front (except in
|
|
the case of frames 1 and 2 where we have no valid data in the backbuffer yet,
|
|
for those cases give up and return).
|
|
not implemented yet since right now we always do discard mode for fullscrn Present()
|
|
for speed.
|
|
*/
|
|
return;
|
|
}
|
|
|
|
// otherwise we have D3DSWAPEFFECT_COPY, so fall-thru to normal Present()
|
|
// may work ok as long as backbuf hasnt been touched
|
|
}
|
|
|
|
hr = _pD3DDevice->Present((CONST RECT*)NULL,(CONST RECT*)NULL,(HWND)NULL,NULL);
|
|
if(FAILED(hr)) {
|
|
if(hr == D3DERR_DEVICELOST) {
|
|
CheckCooperativeLevel();
|
|
} else {
|
|
dxgsg8_cat.error() << "show_frame() - Present() failed" << D3DERRORSTRING(hr);
|
|
exit(1);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: show_frame
|
|
// Access:
|
|
// Description: redraw primary buffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::show_frame(bool bNoNewFrameDrawn) {
|
|
// wdxdisplay8_cat.debug() << "d3ddevice is " << _pD3DDevice << "\n";
|
|
|
|
if(_pD3DDevice==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
|
|
HRESULT hr;
|
|
|
|
if(bNoNewFrameDrawn) {
|
|
// a new frame has not been rendered, we just want to display the last thing
|
|
// that was drawn into backbuf, if backbuf is valid
|
|
if(_pScrn->PresParams.SwapEffect==D3DSWAPEFFECT_DISCARD) {
|
|
// in DISCARD mode, old backbufs are not guaranteed to have valid pixels,
|
|
// so we cant copy back->front here. just give up.
|
|
return;
|
|
} else if(_pScrn->PresParams.SwapEffect==D3DSWAPEFFECT_FLIP) {
|
|
/* bugbug: here we should use CopyRects here to copy backbuf to front (except in
|
|
the case of frames 1 and 2 where we have no valid data in the backbuffer yet,
|
|
for those cases give up and return).
|
|
not implemented yet since right now we always do discard mode for fullscrn Present()
|
|
for speed.
|
|
*/
|
|
return;
|
|
}
|
|
|
|
// otherwise we have D3DSWAPEFFECT_COPY, so fall-thru to normal Present()
|
|
// may work ok as long as backbuf hasnt been touched
|
|
}
|
|
|
|
if (_pSwapChain)
|
|
hr = _pSwapChain->Present((CONST RECT*)NULL,(CONST RECT*)NULL,(HWND)NULL,NULL);
|
|
else
|
|
hr = _pD3DDevice->Present((CONST RECT*)NULL,(CONST RECT*)NULL,(HWND)NULL,NULL);
|
|
|
|
if(FAILED(hr)) {
|
|
if(hr == D3DERR_DEVICELOST) {
|
|
CheckCooperativeLevel();
|
|
} else {
|
|
dxgsg8_cat.error() << "show_frame() - Present() failed" << D3DERRORSTRING(hr);
|
|
exit(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: set_render_target
|
|
// Access:
|
|
// Description: Set render target to the backbuffer of
|
|
// current swap chain.
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::set_render_target() {
|
|
LPDIRECT3DSURFACE8 pBack=NULL, pStencil=NULL;
|
|
|
|
if (!_pSwapChain) //maybe fullscreen mode or main/single window
|
|
_pD3DDevice->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBack);
|
|
else
|
|
_pSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBack);
|
|
|
|
//wdxdisplay8_cat.debug() << "swapchain is " << _pSwapChain << "\n";
|
|
//wdxdisplay8_cat.debug() << "back buffer is " << pBack << "\n";
|
|
|
|
_pD3DDevice->GetDepthStencilSurface(&pStencil);
|
|
_pD3DDevice->SetRenderTarget(pBack,pStencil);
|
|
if (pBack)
|
|
pBack->Release();
|
|
if (pStencil)
|
|
pStencil->Release();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: copy_pres_reset
|
|
// Access:
|
|
// Description: copies the PresReset from passed DXScreenData
|
|
////////////////////////////////////////////////////////////////////
|
|
void DXGraphicsStateGuardian8::copy_pres_reset(DXScreenData *pScrn) {
|
|
memcpy(&_PresReset, &_pScrn->PresParams,sizeof(D3DPRESENT_PARAMETERS));
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
// Function: reset_d3d_device
|
|
// Access:
|
|
// Description: This function checks current device's framebuffer dimension against
|
|
// passed pPresParams backbuffer dimension to determine a device reset
|
|
// if there is only one window or it is the main window or fullscreen
|
|
// mode then, it resets the device. Finally it returns the new
|
|
// DXScreenData through parameter pScrn
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
HRESULT DXGraphicsStateGuardian8::
|
|
reset_d3d_device(D3DPRESENT_PARAMETERS *pPresParams, DXScreenData **pScrn) {
|
|
HRESULT hr;
|
|
|
|
assert(IS_VALID_PTR(pPresParams));
|
|
assert(IS_VALID_PTR(_pScrn->pD3D8));
|
|
assert(IS_VALID_PTR(_pD3DDevice));
|
|
|
|
ReleaseAllDeviceObjects();
|
|
|
|
// for windowed mode make sure our format matches the desktop fmt,
|
|
// in case the desktop mode has been changed
|
|
_pScrn->pD3D8->GetAdapterDisplayMode(_pScrn->CardIDNum, &_pScrn->DisplayMode);
|
|
pPresParams->BackBufferFormat = _pScrn->DisplayMode.Format;
|
|
|
|
// here we have to look at the _PresReset frame buffer dimension
|
|
// if current window's dimension is bigger than _PresReset
|
|
// we have to reset the device before creating new swapchain.
|
|
// inorder to reset properly, we need to release all swapchains
|
|
|
|
if ( !(_pScrn->pSwapChain)
|
|
|| (_PresReset.BackBufferWidth < pPresParams->BackBufferWidth)
|
|
|| (_PresReset.BackBufferHeight < pPresParams->BackBufferHeight) ) {
|
|
|
|
wdxdisplay8_cat.debug() << "Swpachain = " << _pScrn->pSwapChain << " _PresReset = "
|
|
<< _PresReset.BackBufferWidth << "x" << _PresReset.BackBufferHeight << "pPresParams = "
|
|
<< pPresParams->BackBufferWidth << "x" << pPresParams->BackBufferHeight << "\n";
|
|
|
|
get_engine()->reset_all_windows(false);// reset old swapchain by releasing
|
|
|
|
if (_pScrn->pSwapChain) { //other windows might be using bigger buffers
|
|
_PresReset.BackBufferWidth = max(_PresReset.BackBufferWidth, pPresParams->BackBufferWidth);
|
|
_PresReset.BackBufferHeight = max(_PresReset.BackBufferHeight, pPresParams->BackBufferHeight);
|
|
}
|
|
else { // single window, must reset to the new pPresParams dimension
|
|
_PresReset.BackBufferWidth = pPresParams->BackBufferWidth;
|
|
_PresReset.BackBufferHeight = pPresParams->BackBufferHeight;
|
|
}
|
|
|
|
hr=_pD3DDevice->Reset(&_PresReset);
|
|
if (FAILED(hr)) {
|
|
return hr;
|
|
}
|
|
|
|
get_engine()->reset_all_windows(true);// reset with new swapchains by creating
|
|
|
|
if (pScrn)
|
|
*pScrn = NULL;
|
|
if(pPresParams!=&_pScrn->PresParams)
|
|
memcpy(&_pScrn->PresParams,pPresParams,sizeof(D3DPRESENT_PARAMETERS));
|
|
return hr;
|
|
}
|
|
|
|
// release the old swapchain and create a new one
|
|
if (_pScrn && _pScrn->pSwapChain) {
|
|
_pScrn->pSwapChain->Release();
|
|
wdxdisplay8_cat.debug() << "SwapChain " << _pScrn->pSwapChain << " is released\n";
|
|
_pScrn->pSwapChain = NULL;
|
|
hr=_pD3DDevice->CreateAdditionalSwapChain(pPresParams,&_pScrn->pSwapChain);
|
|
}
|
|
if(SUCCEEDED(hr)) {
|
|
if(pPresParams!=&_pScrn->PresParams)
|
|
memcpy(&_pScrn->PresParams,pPresParams,sizeof(D3DPRESENT_PARAMETERS));
|
|
if (pScrn)
|
|
*pScrn = _pScrn;
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
bool DXGraphicsStateGuardian8::
|
|
CheckCooperativeLevel(bool bDoReactivateWindow) {
|
|
HRESULT hr = _pD3DDevice->TestCooperativeLevel();
|
|
|
|
if(SUCCEEDED(hr)) {
|
|
assert(SUCCEEDED(_last_testcooplevel_result));
|
|
return true;
|
|
}
|
|
|
|
switch(hr) {
|
|
case D3DERR_DEVICENOTRESET:
|
|
_bDXisReady = false;
|
|
hr=reset_d3d_device(&_pScrn->PresParams);
|
|
if (FAILED(hr)) {
|
|
// I think this shouldnt fail unless I've screwed up the PresParams from the original working ones somehow
|
|
dxgsg8_cat.error()
|
|
<< "CheckCooperativeLevel Reset() failed, hr = " << D3DERRORSTRING(hr);
|
|
// drose is commenting out this exit() call; it's getting
|
|
// triggered on some actual client hardware (with
|
|
// DRIVERINTERNALERROR) but maybe that's ok.
|
|
//exit(1);
|
|
}
|
|
|
|
// BUGBUG: is taking this out wrong??
|
|
/*
|
|
if(bDoReactivateWindow) {
|
|
_win->reactivate_window(); //must reactivate window before you can restore surfaces (otherwise you are in WRONGVIDEOMODE, and DDraw RestoreAllSurfaces fails)
|
|
}
|
|
*/
|
|
|
|
hr = _pD3DDevice->TestCooperativeLevel();
|
|
if(FAILED(hr)) {
|
|
// internal chk, shouldnt fail
|
|
dxgsg8_cat.error()
|
|
<< "TestCooperativeLevel following Reset() failed, hr = " << D3DERRORSTRING(hr);
|
|
|
|
// drose is commenting out this exit() call; maybe it's ok if the above fails.
|
|
//exit(1);
|
|
}
|
|
|
|
_bDXisReady = TRUE;
|
|
break;
|
|
|
|
case D3DERR_DEVICELOST:
|
|
if(SUCCEEDED(_last_testcooplevel_result)) {
|
|
if(_bDXisReady) {
|
|
// _win->deactivate_window();
|
|
_bDXisReady = false;
|
|
if(dxgsg8_cat.is_debug())
|
|
dxgsg8_cat.debug() << "D3D Device was Lost, waiting...\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
_last_testcooplevel_result = hr;
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
HRESULT CreateDX8Cursor(LPDIRECT3DDEVICE8 pd3dDevice, HCURSOR hCursor,BOOL bAddWatermark) {
|
|
// copied directly from dxsdk SetDeviceCursor
|
|
HRESULT hr = E_FAIL;
|
|
ICONINFO iconinfo;
|
|
LPDIRECT3DSURFACE8 pCursorBitmap = NULL;
|
|
HDC hdcColor = NULL;
|
|
HDC hdcMask = NULL;
|
|
HDC hdcScreen = NULL;
|
|
BITMAP bm;
|
|
DWORD dwWidth,dwHeightSrc,dwHeightDest;
|
|
COLORREF crColor,crMask;
|
|
UINT x,y;
|
|
BITMAPINFO bmi;
|
|
COLORREF* pcrArrayColor = NULL;
|
|
COLORREF* pcrArrayMask = NULL;
|
|
DWORD* pBitmap;
|
|
HGDIOBJ hgdiobjOld;
|
|
bool bBWCursor;
|
|
|
|
ZeroMemory( &iconinfo, sizeof(iconinfo) );
|
|
if( !GetIconInfo( hCursor, &iconinfo ) )
|
|
goto End;
|
|
|
|
if (0 == GetObject((HGDIOBJ)iconinfo.hbmMask, sizeof(BITMAP), (LPVOID)&bm))
|
|
goto End;
|
|
dwWidth = bm.bmWidth;
|
|
dwHeightSrc = bm.bmHeight;
|
|
|
|
if( iconinfo.hbmColor == NULL ) {
|
|
bBWCursor = true;
|
|
dwHeightDest = dwHeightSrc / 2;
|
|
} else {
|
|
bBWCursor = false;
|
|
dwHeightDest = dwHeightSrc;
|
|
}
|
|
|
|
// Create a surface for the cursor
|
|
if( FAILED( hr = pd3dDevice->CreateImageSurface( dwWidth, dwHeightDest,
|
|
D3DFMT_A8R8G8B8, &pCursorBitmap ) ) ) {
|
|
goto End;
|
|
}
|
|
|
|
pcrArrayMask = new DWORD[dwWidth * dwHeightSrc];
|
|
|
|
ZeroMemory(&bmi, sizeof(bmi));
|
|
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
|
|
bmi.bmiHeader.biWidth = dwWidth;
|
|
bmi.bmiHeader.biHeight = dwHeightSrc;
|
|
bmi.bmiHeader.biPlanes = 1;
|
|
bmi.bmiHeader.biBitCount = 32;
|
|
bmi.bmiHeader.biCompression = BI_RGB;
|
|
|
|
hdcScreen = GetDC( NULL );
|
|
hdcMask = CreateCompatibleDC( hdcScreen );
|
|
if( hdcMask == NULL )
|
|
{
|
|
hr = E_FAIL;
|
|
goto End;
|
|
}
|
|
hgdiobjOld = SelectObject(hdcMask, iconinfo.hbmMask);
|
|
GetDIBits(hdcMask, iconinfo.hbmMask, 0, dwHeightSrc,
|
|
pcrArrayMask, &bmi, DIB_RGB_COLORS);
|
|
SelectObject(hdcMask, hgdiobjOld);
|
|
|
|
if (!bBWCursor)
|
|
{
|
|
pcrArrayColor = new DWORD[dwWidth * dwHeightDest];
|
|
hdcColor = CreateCompatibleDC( GetDC( NULL ) );
|
|
if( hdcColor == NULL )
|
|
{
|
|
hr = E_FAIL;
|
|
goto End;
|
|
}
|
|
SelectObject(hdcColor, iconinfo.hbmColor);
|
|
GetDIBits(hdcColor, iconinfo.hbmColor, 0, dwHeightDest,
|
|
pcrArrayColor, &bmi, DIB_RGB_COLORS);
|
|
}
|
|
|
|
// Transfer cursor image into the surface
|
|
D3DLOCKED_RECT lr;
|
|
pCursorBitmap->LockRect( &lr, NULL, 0 );
|
|
pBitmap = (DWORD*)lr.pBits;
|
|
for( y = 0; y < dwHeightDest; y++ )
|
|
{
|
|
for( x = 0; x < dwWidth; x++ )
|
|
{
|
|
if (bBWCursor)
|
|
{
|
|
crColor = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
|
|
crMask = pcrArrayMask[dwWidth*(dwHeightSrc-1-y) + x];
|
|
}
|
|
else
|
|
{
|
|
crColor = pcrArrayColor[dwWidth*(dwHeightDest-1-y) + x];
|
|
crMask = pcrArrayMask[dwWidth*(dwHeightDest-1-y) + x];
|
|
}
|
|
if (crMask == 0)
|
|
pBitmap[dwWidth*y + x] = 0xff000000 | crColor;
|
|
else
|
|
pBitmap[dwWidth*y + x] = 0x00000000;
|
|
|
|
// It may be helpful to make the D3D cursor look slightly
|
|
// different from the Windows cursor so you can distinguish
|
|
// between the two when developing/testing code. When
|
|
// bAddWatermark is TRUE, the following code adds some
|
|
// small grey "D3D" characters to the upper-left corner of
|
|
// the D3D cursor image.
|
|
if( bAddWatermark && x < 12 && y < 5 )
|
|
{
|
|
// 11.. 11.. 11.. .... CCC0
|
|
// 1.1. ..1. 1.1. .... A2A0
|
|
// 1.1. .1.. 1.1. .... A4A0
|
|
// 1.1. ..1. 1.1. .... A2A0
|
|
// 11.. 11.. 11.. .... CCC0
|
|
|
|
const WORD wMask[5] = { 0xccc0, 0xa2a0, 0xa4a0, 0xa2a0, 0xccc0 };
|
|
if( wMask[y] & (1 << (15 - x)) )
|
|
{
|
|
pBitmap[dwWidth*y + x] |= 0xff808080;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
pCursorBitmap->UnlockRect();
|
|
|
|
// Set the device cursor
|
|
if( FAILED( hr = pd3dDevice->SetCursorProperties( iconinfo.xHotspot,
|
|
iconinfo.yHotspot, pCursorBitmap ) ) )
|
|
{
|
|
goto End;
|
|
}
|
|
|
|
hr = S_OK;
|
|
|
|
End:
|
|
if( iconinfo.hbmMask != NULL )
|
|
DeleteObject( iconinfo.hbmMask );
|
|
if( iconinfo.hbmColor != NULL )
|
|
DeleteObject( iconinfo.hbmColor );
|
|
if( hdcScreen != NULL )
|
|
ReleaseDC( NULL, hdcScreen );
|
|
if( hdcColor != NULL )
|
|
DeleteDC( hdcColor );
|
|
if( hdcMask != NULL )
|
|
DeleteDC( hdcMask );
|
|
|
|
SAFE_DELETE_ARRAY( pcrArrayColor );
|
|
SAFE_DELETE_ARRAY( pcrArrayMask );
|
|
RELEASE(pCursorBitmap,dxgsg8,"pCursorBitmap",RELEASE_ONCE);
|
|
return hr;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
// defns for print formatting in debugger
|
|
typedef struct {
|
|
float x,y,z;
|
|
float nx,ny,nz;
|
|
D3DCOLOR diffuse;
|
|
float u,v;
|
|
} POS_NORM_COLOR_TEX_VERTEX;
|
|
|
|
typedef struct {
|
|
float x,y,z;
|
|
D3DCOLOR diffuse;
|
|
float u,v;
|
|
} POS_COLOR_TEX_VERTEX;
|
|
|
|
typedef struct {
|
|
float x,y,z;
|
|
float u,v;
|
|
} POS_TEX_VERTEX;
|
|
|
|
// define junk vars so symbols are included in dbginfo
|
|
POS_TEX_VERTEX junk11;
|
|
POS_COLOR_TEX_VERTEX junk22;
|
|
POS_NORM_COLOR_TEX_VERTEX junk33;
|
|
#endif
|