28 #ifndef __D3D9RENDERSYSTEM_H__
29 #define __D3D9RENDERSYSTEM_H__
45 class D3D9DeviceManager;
46 class D3D9ResourceManager;
87 IDirect3DBaseTexture9 *
pTex;
96 void refreshD3DSettings();
97 void refreshFSAAOptions();
99 void setD3D9Light(
size_t index,
Light* light );
102 HRESULT __SetRenderState(D3DRENDERSTATETYPE state, DWORD value);
103 HRESULT __SetSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
104 HRESULT __SetTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
108 #if OGRE_DOUBLE_PRECISION == 1
109 float temp =
static_cast<float>(value);
110 return __SetRenderState(state, *((LPDWORD)(&temp)));
112 return __SetRenderState(state, *((LPDWORD)(&value)));
117 DWORD _getCurrentAnisotropy(
size_t unit);
119 bool _checkMultiSampleQuality(D3DMULTISAMPLE_TYPE type, DWORD *outQuality, D3DFORMAT format, UINT adapterNum, D3DDEVTYPE deviceType, BOOL fullScreen);
183 void setClipPlanesImpl(
const PlaneList& clipPlanes);
190 virtual void initConfigOptions();
194 String validateConfigOptions();
195 RenderWindow* _initialise(
bool autoCreateWindow,
const String& windowTitle =
"OGRE Render Window" );
197 RenderWindow* _createRenderWindow(
const String &name,
unsigned int width,
unsigned int height,
212 String getErrorDescription(
long errorNumber )
const;
213 const String& getName()
const;
215 void setConfigOption(
const String &name,
const String &value );
218 void setAmbientLight(
float r,
float g,
float b );
220 void setLightingEnabled(
bool enabled );
221 void destroyRenderTarget(
const String& name);
223 void setStencilCheckEnabled(
bool enabled);
229 bool twoSidedOperation =
false);
230 void setNormaliseNormals(
bool normalise);
233 void _useLights(
const LightList& lights,
unsigned short limit);
234 void _setWorldMatrix(
const Matrix4 &m );
235 void _setViewMatrix(
const Matrix4 &m );
236 void _setProjectionMatrix(
const Matrix4 &m );
238 void _setPointSpritesEnabled(
bool enabled);
239 void _setPointParameters(
Real size,
bool attenuationEnabled,
241 void _setTexture(
size_t unit,
bool enabled,
const TexturePtr &texPtr);
242 void _setVertexTexture(
size_t unit,
const TexturePtr& tex);
243 void _disableTextureUnit(
size_t texUnit);
244 void _setTextureCoordSet(
size_t unit,
size_t index );
249 void _setTextureBorderColour(
size_t stage,
const ColourValue& colour);
250 void _setTextureMipmapBias(
size_t unit,
float bias);
251 void _setTextureMatrix(
size_t unit,
const Matrix4 &xform );
254 void _setAlphaRejectSettings(
CompareFunction func,
unsigned char value,
bool alphaToCoverage );
262 void _setDepthBufferCheckEnabled(
bool enabled =
true );
263 void _setColourBufferWriteEnabled(
bool red,
bool green,
bool blue,
bool alpha);
264 void _setDepthBufferWriteEnabled(
bool enabled =
true);
266 void _setDepthBias(
float constantBias,
float slopeScaleBias);
268 void _convertProjectionMatrix(
const Matrix4& matrix,
269 Matrix4& dest,
bool forGpuProgram =
false);
270 void _makeProjectionMatrix(
const Radian& fovy,
Real aspect,
Real nearPlane,
Real farPlane,
271 Matrix4& dest,
bool forGpuProgram =
false);
273 Real farPlane,
Matrix4& dest,
bool forGpuProgram =
false);
275 Matrix4& dest,
bool forGpuProgram =
false);
276 void _applyObliqueDepthProjection(
Matrix4& matrix,
const Plane& plane,
280 void _setTextureLayerAnisotropy(
size_t unit,
unsigned int maxAnisotropy);
297 void bindGpuProgramPassIterationParameters(
GpuProgramType gptype);
299 void setScissorTest(
bool enabled,
size_t left = 0,
size_t top = 0,
size_t right = 800,
size_t bottom = 600);
300 void clearFrameBuffer(
unsigned int buffers,
302 Real depth = 1.0f,
unsigned short stencil = 0);
304 void enableClipPlane (
ushort index,
bool enable);
306 Real getHorizontalTexelOffset();
307 Real getVerticalTexelOffset();
308 Real getMinimumDepthInputValue();
309 Real getMaximumDepthInputValue();
310 void registerThread();
311 void unregisterThread();
312 void preExtraThreadsStarted();
313 void postExtraThreadsStarted();
317 static IDirect3D9* getDirect3D9();
318 static UINT getResourceCreationDeviceCount();
319 static IDirect3DDevice9* getResourceCreationDevice(UINT index);
320 static IDirect3DDevice9* getActiveD3D9Device();
330 D3DFORMAT _getDepthStencilFormatFor(D3DFORMAT fmt);
336 IDirect3DSurface9* _getDepthStencilFor(D3DFORMAT fmt, D3DMULTISAMPLE_TYPE multisample, DWORD multisample_quality,
size_t width,
size_t height);
340 void _cleanupDepthStencils(IDirect3DDevice9* d3d9Device);
348 void determineFSAASettings(IDirect3DDevice9* d3d9Device,
size_t fsaa,
const String& fsaaHint, D3DFORMAT d3dPixelFormat,
349 bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality);
352 unsigned int getDisplayMonitorCount()
const;
Manages the target rendering window.
A 'canvas' which can receive the results of a rendering operation.
Class encapsulating a standard 4x4 homogeneous matrix.
HashMap< IDirect3DDevice9 *, unsigned short > mCurrentLights
float Real
Software floating point type.
IDirect3DDevice9 * device
Records the state of all the vertex buffer bindings required to provide a vertex declaration with the...
map< String, String >::type NameValuePairList
Name / value parameter pair (first = name, second = value)
Defines a plane in 3D space.
Leave the stencil buffer unchanged.
Class representing colour.
size_t mLastVertexSourceCount
GpuProgramType
Enumerates the types of programs which can run on the GPU.
static const ColourValue White
A frustum represents a pyramid, capped at the near and far end which is used to represent either a vi...
eD3DTexType
enum identifying D3D9 tex. types
Defines a program which runs on the GPU such as a vertex or fragment program.
TexCoordCalcMethod
Enum describing the ways to generate texture coordinates.
IDirect3DBaseTexture9 * pVertexTex
vertex texture
Mapping of depthstencil format -> depthstencil buffer Keep one depthstencil buffer around for every f...
vector< D3D9RenderWindow * >::type D3D9RenderWindowList
structure holding texture unit settings for every stage
SceneBlendFactor
Blending factors for manually blending objects with the scene.
bool mUseNVPerfHUD
NVPerfHUD allowed?
Device manager interface.
D3D9GpuProgramManager * mGpuProgramManager
D3D9Mappings::eD3DTexType texType
the type of the texture
CullingMode
Hardware culling modes based on vertex winding.
D3D9HLSLProgramFactory * mHLSLProgramFactory
This class represents a render target that renders to multiple RenderTextures at once.
This is a abstract class that that provides the interface for the query class for hardware occlusion...
vector< RenderWindow * >::type RenderWindowList
Render window container.
static D3D9RenderSystem * msD3D9RenderSystem
Fast singleton access.
Representation of a dynamic light source in the scene.
vector< Plane >::type PlaneList
#define OGRE_MAX_TEXTURE_LAYERS
Define max number of texture layers allowed per pass on any card.
ShadeOptions
Light shading modes.
TargetDepthStencilMap mCheckedOutTextures
TexCoordCalcMethod autoTexCoordType
type of auto tex. calc. used
PixelFormat
The pixel format used for images, textures, and render surfaces.
IDirect3D9 * mpD3D
Direct3D.
Texture addressing mode for each texture coordinate.
map< String, ConfigOption >::type ConfigOptionMap
Specialisation of SharedPtr to allow SharedPtr to be assigned to TexturePtr.
D3D9ResourceManager * mResourceManager
VertexElementType
Vertex element type, used to identify the base types of the vertex contents.
HRESULT __SetFloatRenderState(D3DRENDERSTATETYPE state, Real value)
D3D9HardwareBufferManagerBase as a Singleton.
const Frustum * frustum
Frustum, used if the above is projection.
Implementation of DirectX9 as a rendering system.
HashMap< unsigned int, D3DFORMAT > DepthStencilHash
Mapping of texture format -> DepthStencil.
High level interface of Direct3D9 Device.
An abstraction of a viewport, i.e.
'New' rendering operation using vertex buffers.
This class declares the format of a set of vertex inputs, which can be issued to the rendering API th...
D3D9HardwareBufferManager * mHardwareBufferManager
Wrapper class which indicates a given angle value is in Radians.
size_t coordIndex
which texCoordIndex to use
TextureType
Enum identifying the texture type.
PolygonMode
The polygon mode to use when rasterising.
HINSTANCE mhInstance
instance
bool mPerStageConstantSupport
Per-stage constant support? (not in main caps since D3D specific & minor)
static const ColourValue Black
SceneBlendOperation
Blending operations controls how objects are blended into the scene.
Matrix4 mViewMatrix
Saved last view matrix.
map< ZBufferIdentifier, ZBufferRefQueue, ZBufferIdentifierComparator >::type ZBufferHash
singleton class for storing the capabilities of the graphics card.
deque< ZBufferRef >::type ZBufferRefQueue
vector< RenderWindowDescription >::type RenderWindowDescriptionList
Render window creation parameters container.
D3D9DriverList * mDriverList
List of D3D drivers installed (video cards)
D3D9DeviceManager * mDeviceManager
Factory class for D3D9 HLSL programs.
StencilOperation
Enum describing the various actions which can be taken onthe stencil buffer.
FilterOptions
Filtering options for textures / mipmaps.
D3DMULTISAMPLE_TYPE multisampleType
Defines the functionality of a 3D API.
D3D9Driver * mActiveD3DDriver
Currently active driver.
CompareFunction
Comparison functions used for the depth/stencil buffer operations and others.
int TrackVertexColourType
An enumeration describing which material properties should track the vertex colours.
Class which manages blending of both colour and alpha components.
DepthStencilHash mDepthStencilHash
IDirect3DBaseTexture9 * pTex
texture
map< RenderTarget *, ZBufferRef >::type TargetDepthStencilMap
D3D9RenderWindowList mRenderWindows
IDirect3DSurface9 * surface