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2252 lines (1926 loc) · 107 KB
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(*
@Abstract(CAST Engine DirectX 8 render unit)
(C) 2006 George "Mirage" Bakhtadze. <a href="http://www.casteng.com">www.casteng.com</a> <br>
The source code may be used under either MPL 1.1 or LGPL 2.1 license. See included license.txt file <br>
Unit contains DirectX 8-based renderer implementation classes
*)
{$Include GDefines.inc}
{$Include C2Defines.inc}
unit C2DX8Render;
interface
uses
BaseTypes, Basics, BaseStr, Base3D, Collisions, OSUtils,
Logger,
BaseClasses,
C2Types, CAST2, C2Res, C2Visual, C2Render, C2Materials,
Direct3D8,
{$IFDEF USED3DX8}
D3DX8,
{$ENDIF}
{$IFDEF DX8ERRORSTR}
DXErr8,
{$ENDIF}
SysUtils, Windows, Messages;
const
// Device types
// Hardware accelerated layer
dtHAL = 0;
// Reference software rasterizer
dtREF = 1;
// Software rasterizer
dtSW = 2;
// Device types string enumeration
DeviceTypesEnum = 'Hardware\&Reference\&Software';
{$IFDEF DEBUGMODE}
FullScreenWindowStyle = WS_POPUP or WS_VISIBLE{ or WS_EX_APPWINDOW};
// FullScreenWindowStyle = WS_OVERLAPPED or WS_CAPTION or WS_THICKFRAME or 0*WS_MINIMIZEBOX or WS_MAXIMIZEBOX or WS_SIZEBOX or WS_SYSMENU;
{$ELSE}
FullScreenWindowStyle = WS_POPUP or WS_VISIBLE;
{$ENDIF}
// Usage flags for dynamic and static vertex buffers
BufferUsage: array[Boolean] of Cardinal = (D3DUSAGE_DYNAMIC or D3DUSAGE_WRITEONLY, // Dynamic buffer usage
D3DUSAGE_WRITEONLY); // Static buffer usage
// Pool flags for vertex buffers with fully hardware vertex processing and hardware T&L with software shader emulation
BufferPool: array[Boolean] of TD3DPool = (D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM);
// Flags for dynamic and static vertex buffers lock with keeping contents or without
BufferLockFlags: array[Boolean, Boolean] of Cardinal =
((D3DLOCK_NOOVERWRITE*1 or 0*D3DLOCK_DISCARD or 0*D3DLOCK_NOSYSLOCK, // Dynamic non-discard lock
D3DLOCK_DISCARD*1 or 0*D3DLOCK_NOSYSLOCK), // Dynamic discard lock
(D3DLOCK_NOOVERWRITE*0, 1*D3DLOCK_DISCARD)); // Static non-discard and discard lock
VertexDataTypeToD3DVSDT: array[vdtFloat1..vdtInt16_4] of Cardinal =
(D3DVSDT_FLOAT1, D3DVSDT_FLOAT2, D3DVSDT_FLOAT3, D3DVSDT_FLOAT4, D3DVSDT_D3DCOLOR, D3DVSDT_UBYTE4, D3DVSDT_SHORT2, D3DVSDT_SHORT4);
// D3DVSDT_UBYTE4, D3DVSDT_FLOAT1, D3DVSDT_FLOAT2); // Unsupported by DX8
type
TDX8VertexDeclaration = array[0..$FFFF] of Cardinal;
PDX8VertexDeclaration = ^TDX8VertexDeclaration;
TDX8VertexBuffer = record
VertexSize, BufferSize: Integer;
Static: Boolean;
Buffer: IDirect3DVertexBuffer8;
end;
TDX8IndexBuffer = record
BufferSize: Integer;
Static: Boolean;
Buffer: IDirect3DIndexBuffer8;
end;
// @Abstract(Direct X 8 implementation of vertex and index buffers management class)
TDX8Buffers = class(TAPIBuffers)
private
VertexBuffers: array of TDX8VertexBuffer;
IndexBuffers: array of TDX8IndexBuffer;
public
// destructor Destroy; override;
// Returns a flexible vertex format code from CAST vertex format
function GetFVF(CastVertexFormat: Cardinal): Cardinal;
{ Creates a vertex buffer with the given size in bytes and returns its internal index or -1 if creation fails.
If <b>Static</b> is <b>False</b> the buffer will be optimized to store dynamic geometry. }
function CreateVertexBuffer(Size: Integer; Static: Boolean): Integer; override;
{ Creates an index buffer with the given size in bytes and returns its internal index or -1 if creation fails
If <b>Static</b> is <b>False</b> the buffer will be optimized to store dynamic data. }
function CreateIndexBuffer(Size: Integer; Static: Boolean): Integer; override;
// Changes size of the given vertex buffer to the given size and returns <b>True</b> if success
function ResizeVertexBuffer(Index: Integer; NewSize: Integer): Boolean; override;
// Changes size of the given index buffer to the given size and returns <b>True</b> if success
function ResizeIndexBuffer(Index: Integer; NewSize: Integer): Boolean; override;
{ Locks the given range in a vertex buffer with the given index and returns a write-only pointer to the range data or <b>nil</b> if lock fails.
If <b>DiscardExisting</b> is <b>True</b> existing data in the buffer will be discarded to avoid stalls. }
function LockVertexBuffer(Index: Integer; Offset, Size: Integer; DiscardExisting: Boolean): Pointer; override;
{ Locks the given range in a index buffer with the given index and returns a write-only pointer to the range data or <b>nil</b> if lock fails.
If <b>DiscardExisting</b> is <b>True</b> existing data in the buffer will be discarded to avoid stalls. }
function LockIndexBuffer(Index: Integer; Offset, Size: Integer; DiscardExisting: Boolean): Pointer; override;
// Unlocks a previously locked vertex buffer
procedure UnlockVertexBuffer(Index: Integer); override;
// Unlocks a previously locked index buffer
procedure UnlockIndexBuffer(Index: Integer); override;
// Attaches a vertex buffer to the specified data stream and returns <b>True</b> if success. <b>VertexSize</b> should match the size of the data in the buffer.
function AttachVertexBuffer(Index, StreamIndex: Integer; VertexSize: Integer): Boolean; override;
// Attaches an index buffer and returns <b>True</b> if success. <b>StartingVertex</b> will be added to all indices read from the index buffer.
function AttachIndexBuffer(Index: Integer; StartingVertex: Integer): Boolean; override;
// Frees all allocated buffers. All internal indices returned before this call become invalid.
procedure Clear; override;
end;
TDX8Textures = class(C2Render.TTextures)
private
Direct3DDevice: IDirect3DDevice8;
// APITextures: array of IDirect3DTexture8;
protected
function APICreateTexture(Index: Integer): Boolean; override;
procedure APIDeleteTexture(Index: Integer); override;
public
procedure Unload(Index: Integer); override;
function Update(Index: Integer; Src: Pointer; Rect: BaseTypes.PRect3D): Boolean; override;
function Read(Index: Integer; Dest: Pointer; Rect: BaseTypes.PRect3D): Boolean; override;
procedure Apply(Stage, Index: Integer); override;
function Lock(AIndex, AMipLevel: Integer; const ARect: BaseTypes.PRect; out LockRectData: TLockedRectData; LockFlags: TLockFlags): Boolean; override;
procedure UnLock(AIndex, AMipLevel: Integer); override;
end;
TDX8StateWrapper = class(C2Render.TAPIStateWrapper)
private
Direct3DDevice: IDirect3DDevice8;
CurrentRenderTarget, CurrentDepthStencil, MainRenderTarget, MainDepthStencil: IDirect3DSurface8;
// Converts an FVF vertex format to a DX8 vertex declaration. Result should be allocated by caller
procedure FVFToDeclaration(VertexFormat: Cardinal; var Result: PDX8VertexDeclaration);
procedure DeclarationToAPI(Declaration: TVertexDeclaration; ConstantsData: Pointer; ConstantsSize: Integer; var Result: PDX8VertexDeclaration);
protected
function APICreateRenderTarget(Index, Width, Height: Integer; AColorFormat, ADepthFormat: Cardinal): Boolean; override;
procedure DestroyRenderTarget(Index: Integer); override;
// Calls an API to set a shader constant
procedure APISetShaderConstant(const Constant: TShaderConstant); overload; override;
// Calls an API to set a shader constant. <b>ShaderKind</b> - kind of shader, <b>ShaderRegister</b> - index of 4-component vector register to set, <b>Vector</b> - new value of the register.
procedure APISetShaderConstant(ShaderKind: TShaderKind; ShaderRegister: Integer; const Vector: TShaderRegisterType); overload; override;
// Destroys the specified by index vertex shader
procedure APIDestroyVertexShader(Index: Integer); override;
// Destroys the specified by index pixel shader
procedure APIDestroyPixelShader(Index: Integer); override;
function APIValidatePass(const Pass: TRenderPass; out ResultStr: string): Boolean; override;
procedure ApplyTextureMatrices(const Pass: TRenderPass); override;
procedure CleanUpNonManaged;
procedure RestoreNonManaged;
procedure ObtainRenderTargetSurfaces;
public
function SetRenderTarget(const Camera: TCamera; TextureTarget: Boolean): Boolean; override;
function CreateVertexShader(Item: TShaderResource; Declaration: TVertexDeclaration): Integer; override;
function CreatePixelShader(Item: TShaderResource): Integer; override;
procedure SetFog(Kind: Cardinal; Color: BaseTypes.TColor; AFogStart, AFogEnd, ADensity: Single); override;
procedure SetBlending(Enabled: Boolean; SrcBlend, DestBlend, AlphaRef, ATestFunc, Operation: Integer); override;
procedure SetZBuffer(ZTestFunc, ZBias: Integer; ZWrite: Boolean); override;
procedure SetCullAndFillMode(FillMode, ShadeMode, CullMode: Integer; ColorMask: Cardinal); override;
procedure SetStencilState(SFailOp, ZFailOp, PassOp, STestFunc: Integer); override;
procedure SetStencilValues(SRef, SMask, SWriteMask: Integer); override;
procedure SetTextureWrap(const CoordSet: TTWrapCoordSet); override;
procedure SetLighting(Enable: Boolean; AAmbient: BaseTypes.TColor; SpecularMode: Integer; NormalizeNormals: Boolean); override;
procedure SetEdgePoint(PointSprite, PointScale, EdgeAntialias: Boolean); override;
procedure SetTextureFactor(ATextureFactor: BaseTypes.TColor); override;
procedure SetMaterial(const AAmbient, ADiffuse, ASpecular, AEmissive: BaseTypes.TColor4S; APower: Single); override;
procedure SetPointValues(APointSize, AMinPointSize, AMaxPointSize, APointScaleA, APointScaleB, APointScaleC: Single); override;
procedure SetLinePattern(ALinePattern: Longword); override;
procedure SetClipPlane(Index: Cardinal; Plane: PPlane); override;
procedure ApplyPass(const Pass: TRenderPass); override;
procedure ApplyCustomTextureMatrices(const Pass: TRenderPass; Item: TVisible); override;
end;
TDX8Renderer = class(TRenderer)
private
MixedVPMode,
LastFullScreen: Boolean;
CurrentDeviceType: TD3DDevType;
function FindDepthStencilFormat(iAdapter: Word; DeviceType: TD3DDEVTYPE; TargetFormat: TD3DFORMAT; var DepthStencilFormat: TD3DFORMAT) : Boolean;
function FillPresentPars(var D3DPP: TD3DPresent_Parameters): Boolean;
// Clean up non-managed resources
procedure CleanUpNonManaged;
// Restore non-managed resources after device restoration
procedure RestoreNonManaged;
// Converts a general vertex declaration to API-specific vartex declaration. Result should be allocated by caller
procedure GetAPIDeclaration(Declaration: TVertexDeclaration; Result: PDX8VertexDeclaration);
protected
function APICheckFormat(const Format, Usage, RTFormat: Cardinal): Boolean; override;
procedure APIPrepareFVFStates(Item: TVisible); override;
procedure APIApplyCamera(Camera: TCamera); override;
procedure InternalDeInit; override;
public
DXRenderTargetTexture: IDirect3DTexture8;
Direct3D: IDirect3D8;
Direct3DDevice: IDirect3DDevice8;
Mat: TD3DMATERIAL8;
constructor Create(Manager: TItemsManager); override;
procedure SetDeviceType(DevType: Cardinal);
procedure BuildModeList; override;
procedure SetGamma(Gamma, Contrast, Brightness: Single); override;
procedure CheckCaps; override;
procedure CheckTextureFormats; override;
function APICreateDevice(WindowHandle, AVideoMode: Cardinal; AFullScreen: Boolean): Boolean; override;
function RestoreDevice(AVideoMode: Cardinal; AFullScreen: Boolean): Boolean; override;
procedure StartFrame; override;
procedure FinishFrame; override;
procedure Clear(Flags: TClearFlagsSet; Color: BaseTypes.TColor; Z: Single; Stencil: Cardinal); override;
procedure ApplyLight(Index: Integer; const ALight: TLight); override;
procedure SetViewPort(const X, Y, Width, Height: Integer; const MinZ, MaxZ: Single); override;
procedure APIRenderStrip(Tesselator: TTesselator; StripIndex: Integer); override;
procedure APIRenderIndexedStrip(Tesselator: TTesselator; StripIndex: Integer); override;
procedure RenderItemBox(Item: TProcessing; Color: BaseTypes.TColor); override;
procedure RenderItemDebug(Item: TProcessing); override;
end;
function HResultToStr(Res: HResult): string;
function FVFToVertexFormat(FVF: Cardinal): Cardinal;
implementation
function Failed(Res: HResult): Boolean;
begin
Result := Res and HRESULT($80000000) <> 0;
end;
function FVFToVertexFormat(FVF: Cardinal): Cardinal;
var i, WeightsNum: Integer; TextureSets: array of Integer;
begin
WeightsNum := 0;
case FVF and D3DFVF_POSITION_MASK of
D3DFVF_XYZ, D3DFVF_XYZRHW: ;
D3DFVF_XYZB1: WeightsNum := 1;
D3DFVF_XYZB2: WeightsNum := 2;
D3DFVF_XYZB3: WeightsNum := 3;
D3DFVF_XYZB4: WeightsNum := 4;
D3DFVF_XYZB5: WeightsNum := 5;
end;
if FVF and D3DFVF_LASTBETA_UBYTE4 = D3DFVF_LASTBETA_UBYTE4 then
WeightsNum := (WeightsNum - 1) or vwIndexedBlending;
SetLength(TextureSets, (FVF and D3DFVF_TEXCOUNT_MASK) shr D3DFVF_TEXCOUNT_SHIFT);
for i := 0 to High(TextureSets) do case FVF shr (i * 2 + 16) of
D3DFVF_TEXTUREFORMAT1: TextureSets[i] := 1;
D3DFVF_TEXTUREFORMAT2: TextureSets[i] := 2;
D3DFVF_TEXTUREFORMAT3: TextureSets[i] := 3;
D3DFVF_TEXTUREFORMAT4: TextureSets[i] := 4;
else Assert(False, Format('%S: Invalid FVF: %D', ['FVFToVertexFormat', FVF]));
end;
Result := GetVertexFormat(FVF and D3DFVF_POSITION_MASK = D3DFVF_XYZRHW,
FVF and D3DFVF_NORMAL = D3DFVF_NORMAL,
FVF and D3DFVF_DIFFUSE = D3DFVF_DIFFUSE,
FVF and D3DFVF_SPECULAR = D3DFVF_SPECULAR,
FVF and D3DFVF_PSIZE = D3DFVF_PSIZE, WeightsNum, TextureSets);
end;
function HResultToStr(Res: HResult): string;
begin
{$IFDEF DX8ERRORSTR}
Result := DXGetErrorString8(Res);
{$ELSE}
Result := 'DirectX error details are disabled';
{$ENDIF}
end;
{ TDX8Buffers }
function TDX8Buffers.GetFVF(CastVertexFormat: Cardinal): Cardinal;
var i, TexCount, TextureBits: Integer;
begin
Result := D3DFVF_XYZ;
if CastVertexFormat and vfTRANSFORMED > 0 then
Result := D3DFVF_XYZRHW
else case GetVertexWeightsCount(CastVertexFormat) + Ord(GetVertexIndexedBlending(CastVertexFormat)) of
0: Result := D3DFVF_XYZ;
1: Result := D3DFVF_XYZB1;
2: Result := D3DFVF_XYZB2;
3: Result := D3DFVF_XYZB3;
4: Result := D3DFVF_XYZB4;
5: Result := D3DFVF_XYZB5;
else Assert(False, Format('%S.%S: Invalid vertex format. Weight count = %D', [ClassName, 'GetFVF', (CastVertexFormat shr 28) and $F]));
end;
Result := Result or Cardinal(
D3DFVF_NORMAL * Ord(CastVertexFormat and vfNORMALS > 0) or
D3DFVF_DIFFUSE * Ord(CastVertexFormat and vfDIFFUSE > 0) or
D3DFVF_SPECULAR * Ord(CastVertexFormat and vfSPECULAR > 0) or
D3DFVF_PSIZE * Ord(CastVertexFormat and vfPOINTSIZE > 0));
// Result := CVFormatsLow[CastVertexFormat and $FF];
if GetVertexIndexedBlending(CastVertexFormat) then Result := Result or D3DFVF_LASTBETA_UBYTE4;
TexCount := (CastVertexFormat shr 24) and $F;
Result := Result or Cardinal(TexCount) shl D3DFVF_TEXCOUNT_SHIFT;
TextureBits := (CastVertexFormat shr 8) and $FFFF;
for i := 0 to TexCount-1 do case TextureBits shr (i*2) and 3 of
0: Result := Result or D3DFVF_TEXTUREFORMAT1 shl (i * 2 + 16);
1: Result := Result or D3DFVF_TEXTUREFORMAT2 shl (i * 2 + 16);
2: Result := Result or D3DFVF_TEXTUREFORMAT3 shl (i * 2 + 16);
3: Result := Result or D3DFVF_TEXTUREFORMAT4 shl (i * 2 + 16);
else Assert(False, Format('%S.%S: Invalid vertex format. Number of texture sets = %D', [ClassName, 'GetFVF', TextureBits shr (i*2) and 3]));
end;
// if ((CastVertexFormat shr 16) and 255) > 0 then
// Result := Result + ((CastVertexFormat shr 8) and 255);
end;
function TDX8Buffers.CreateVertexBuffer(Size: Integer; Static: Boolean): Integer;
var Res: HResult; D3DBuf: IDirect3DVertexBuffer8;
begin
Result := -1;
{$IFDEF DEBUGMODE}
Log('TDX8Buffers.CreateVertexBuffer: Creating a vertex buffer', lkDebug);
{$ENDIF}
Res := (Renderer as TDX8Renderer).Direct3DDevice.CreateVertexBuffer(Size, BufferUsage[Static], 0, BufferPool[(Renderer as TDX8Renderer).MixedVPMode], D3DBuf);
if Failed(Res) then begin
Log('TDX8Buffers.CreateVertexBuffer: Error creating vertex buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
SetLength(VertexBuffers, Length(VertexBuffers)+1);
Result := High(VertexBuffers);
VertexBuffers[Result].BufferSize := Size;
VertexBuffers[Result].Buffer := D3DBuf;
VertexBuffers[Result].Static := Static;
end;
function TDX8Buffers.CreateIndexBuffer(Size: Integer; Static: Boolean): Integer;
var Res: HResult; D3DBuf: IDirect3DIndexBuffer8;
begin
Result := -1;
{$IFDEF DEBUGMODE}
Log('TDX8Buffers.CreateIndexBuffer: Creating an index buffer', lkDebug);
{$ENDIF}
Res := (Renderer as TDX8Renderer).Direct3DDevice.CreateIndexBuffer(Size, BufferUsage[Static], D3DFMT_INDEX16, BufferPool[(Renderer as TDX8Renderer).MixedVPMode], D3DBuf);
if Failed(Res) then begin
Log('TDX8Buffers.CreateIndexBuffer: Error creating index buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
SetLength(IndexBuffers, Length(IndexBuffers)+1);
Result := High(IndexBuffers);
IndexBuffers[Result].BufferSize := Size;
IndexBuffers[Result].Buffer := D3DBuf;
IndexBuffers[Result].Static := Static;
end;
function TDX8Buffers.ResizeVertexBuffer(Index, NewSize: Integer): Boolean;
var Res: HResult; D3DBuf: IDirect3DVertexBuffer8;
begin
Assert((Index >= 0) and (Index <= High(VertexBuffers)), 'TDX8Buffers.ResizeVertexBuffer: Invalid bufer index');
Result := False;
Res := (Renderer as TDX8Renderer).Direct3DDevice.CreateVertexBuffer(NewSize, BufferUsage[VertexBuffers[Index].Static], 0, BufferPool[(Renderer as TDX8Renderer).MixedVPMode], D3DBuf);
if Failed(Res) then begin
Log('TDX8Buffers.ResizeVertexBuffer: Error resizing vertex buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
VertexBuffers[Index].Buffer := nil;
VertexBuffers[Index].Buffer := D3DBuf;
VertexBuffers[Index].BufferSize := NewSize;
Result := True;
end;
function TDX8Buffers.ResizeIndexBuffer(Index, NewSize: Integer): Boolean;
var Res: HResult; D3DBuf: IDirect3DIndexBuffer8;
begin
Assert((Index >= 0) and (Index <= High(IndexBuffers)), 'TDX8Buffers.ResizeIndexBuffer: Invalid bufer index');
Result := False;
Res := (Renderer as TDX8Renderer).Direct3DDevice.CreateIndexBuffer(NewSize, BufferUsage[IndexBuffers[Index].Static], D3DFMT_INDEX16, BufferPool[(Renderer as TDX8Renderer).MixedVPMode], D3DBuf);
if Failed(Res) then begin
Log('TDX8Buffers.ResizeIndexBuffer: Error resizing Index buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
IndexBuffers[Index].Buffer := nil;
IndexBuffers[Index].Buffer := D3DBuf;
IndexBuffers[Index].BufferSize := NewSize;
Result := True;
end;
function TDX8Buffers.LockVertexBuffer(Index, Offset, Size: Integer; DiscardExisting: Boolean): Pointer;
var Res: HResult; Data: PByte;
begin
Assert((Index >= 0) and (Index <= High(VertexBuffers)), 'TDX8Buffers.LockVertexBuffer: Invalid bufer index');
Result := nil;
Res := VertexBuffers[Index].Buffer.Lock(Offset, Size, Data, BufferLockFlags[VertexBuffers[Index].Static, DiscardExisting]);
if Failed(Res) then begin
Log('TDX8Buffers.LockVertexBuffer: Error locking vertex buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
Result := Data;
end;
function TDX8Buffers.LockIndexBuffer(Index, Offset, Size: Integer; DiscardExisting: Boolean): Pointer;
var Res: HResult; Data: PByte;
begin
Assert((Index >= 0) and (Index <= High(IndexBuffers)), 'TDX8Buffers.LockIndexBuffer: Invalid bufer index');
Result := nil;
Res := IndexBuffers[Index].Buffer.Lock(Offset, Size, Data, BufferLockFlags[IndexBuffers[Index].Static, DiscardExisting]);
if Failed(Res) then begin
Log('TDX8Buffers.LockIndexBuffer: Error locking index buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
Result := Data;
end;
procedure TDX8Buffers.UnlockVertexBuffer(Index: Integer);
begin
Assert((Index >= 0) and (Index <= High(VertexBuffers)), 'TDX8Buffers.UnlockVertexBuffer: Invalid bufer index');
VertexBuffers[Index].Buffer.UnLock;
end;
procedure TDX8Buffers.UnlockIndexBuffer(Index: Integer);
begin
Assert((Index >= 0) and (Index <= High(IndexBuffers)), 'TDX8Buffers.UnlockIndexBuffer: Invalid bufer index');
IndexBuffers[Index].Buffer.UnLock;
end;
function TDX8Buffers.AttachVertexBuffer(Index, StreamIndex, VertexSize: Integer): Boolean;
var Res: HResult;
begin
Result := False;
Assert((Index >= 0) and (Index <= High(VertexBuffers)), 'TDX8Buffers.AttachVertexBuffer: Invalid bufer index');
Res := TDX8Renderer(Renderer).Direct3DDevice.SetStreamSource(StreamIndex, VertexBuffers[Index].Buffer, VertexSize);
if Failed(Res) then begin
Log('TDX8Buffers.AttachVertexBuffer: Error attaching vertex buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
Result := True;
end;
function TDX8Buffers.AttachIndexBuffer(Index, StartingVertex: Integer): Boolean;
var Res: HResult;
begin
Result := False;
Assert((Index >= 0) and (Index <= High(IndexBuffers)), 'TDX8Buffers.AttachIndexBuffer: Invalid bufer index');
Res := TDX8Renderer(Renderer).Direct3DDevice.SetIndices(IndexBuffers[Index].Buffer, StartingVertex);
if Failed(Res) then begin
Log('TDX8Buffers.AttachIndexBuffer: Error attaching vertex buffer. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
Result := True;
end;
procedure TDX8Buffers.Clear;
var i: Integer;
begin
// Assert(False, 'Are buffers released?');
for i := 0 to High(VertexBuffers) do VertexBuffers[i].Buffer := nil;
for i := 0 to High(IndexBuffers) do IndexBuffers[i].Buffer := nil;
VertexBuffers := nil;
IndexBuffers := nil;
end;
{ TDX8StateWrapper }
function TDX8StateWrapper.APICreateRenderTarget(Index, Width, Height: Integer; AColorFormat, ADepthFormat: Cardinal): Boolean;
var Res: HResult;
begin
Result := False;
// Free texture and its surface
if Assigned(FRenderTargets[Index].ColorBuffer) then IDirect3DSurface8(FRenderTargets[Index].ColorBuffer) := nil;
if Assigned(FRenderTargets[Index].ColorTexture) then IDirect3DTexture8(FRenderTargets[Index].ColorTexture) := nil;
// Create texture
Res := Direct3DDevice.CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, TD3DFormat(PFormats[AColorFormat]), D3DPOOL_DEFAULT, IDirect3DTexture8(FRenderTargets[Index].ColorTexture));
if Failed(Res) then begin
Log(ClassName + '.APICreateRenderTarget: Error creating render target texture: Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
// Obtain surface
Res := IDirect3DTexture8(FRenderTargets[Index].ColorTexture).GetSurfaceLevel(0, IDirect3DSurface8(FRenderTargets[Index].ColorBuffer));
if Failed(Res) then begin
Log(Format('Error obtaining surface of a render target texture of camera "%S". Error code: %D "%S"', [Camera.Name, Res, HResultToStr(Res)]), lkError);
Exit;
end;
if ADepthFormat = pfUndefined then
FRenderTargets[Index].DepthBuffer := nil else begin
// Free depth texture and its surface
if Assigned(FRenderTargets[Index].DepthBuffer) then IDirect3DSurface8(FRenderTargets[Index].DepthBuffer) := nil;
if Assigned(FRenderTargets[Index].DepthTexture) then IDirect3DTexture8(FRenderTargets[Index].DepthTexture) := nil;
Res := Direct3DDevice.CreateTexture(Width, Height, 1, D3DUSAGE_DEPTHSTENCIL, TD3DFormat(PFormats[ADepthFormat]), D3DPOOL_DEFAULT, IDirect3DTexture8(FRenderTargets[Index].DepthTexture));
if Failed(Res) then begin
Res:= Direct3DDevice.CreateDepthStencilSurface(Width, Height, TD3DFormat(PFormats[ADepthFormat]), D3DMULTISAMPLE_NONE, IDirect3DSurface8(FRenderTargets[Index].DepthBuffer));
if Failed(Res) then begin
Log(Format('%S.APICreateRenderTarget: Error creating depth surface for render target of camera "%S". Error code: %D "%S"', [ClassName, Camera.Name, Res, HResultToStr(Res)]), lkError);
Exit;
end;
end else begin
Res := IDirect3DTexture8(FRenderTargets[Index].DepthTexture).GetSurfaceLevel(0, IDirect3DSurface8(FRenderTargets[Index].DepthBuffer));
if Failed(Res) then begin
Log(Format('Error obtaining surface of a depth surface for render target of camera "%S". Error code: %D "%S"', [Camera.Name, Res, HResultToStr(Res)]), lkError);
Exit;
end;
end;
end;
Result := True;
end;
procedure TDX8StateWrapper.DestroyRenderTarget(Index: Integer);
begin
if Assigned(FRenderTargets[Index].ColorBuffer) then IDirect3DSurface8(FRenderTargets[Index].ColorBuffer)._Release;
if Assigned(FRenderTargets[Index].DepthBuffer) then IDirect3DSurface8(FRenderTargets[Index].DepthBuffer)._Release;
if Assigned(FRenderTargets[Index].ColorTexture) then IDirect3DTexture8(FRenderTargets[Index].ColorTexture)._Release;
if Assigned(FRenderTargets[Index].DepthTexture) then IDirect3DTexture8(FRenderTargets[Index].DepthTexture)._Release;
FRenderTargets[Index].ColorBuffer := nil;
FRenderTargets[Index].DepthBuffer := nil;
FRenderTargets[Index].ColorTexture := nil;
FRenderTargets[Index].DepthTexture := nil;
FRenderTargets[Index].LastUpdateFrame := -1;
FRenderTargets[Index].IsDepthTexture:= False;
end;
function TDX8StateWrapper.SetRenderTarget(const Camera: TCamera; TextureTarget: Boolean): Boolean;
var Res: HResult;
begin
Result := False;
if TextureTarget then begin // Render to texture
if Camera.RenderTargetIndex <> -1 then begin
FRenderTargets[Camera.RenderTargetIndex].LastUpdateFrame := Renderer.FramesRendered;
CurrentRenderTarget := IDirect3DSurface8(FRenderTargets[Camera.RenderTargetIndex].ColorBuffer);
CurrentDepthStencil := IDirect3DSurface8(FRenderTargets[Camera.RenderTargetIndex].DepthBuffer);
Res := Direct3DDevice.SetRenderTarget(CurrentRenderTarget, CurrentDepthStencil);
if Failed(Res) then begin
Log(Format('Error setting render target to texture of camera "%S". Error code: %D "%S"', [Camera.Name, Res, HResultToStr(Res)]), lkError);
CurrentDepthStencil := nil;
Exit;
end;
end;
end else begin
Res := Direct3DDevice.SetRenderTarget(MainRenderTarget, MainDepthStencil);
CurrentRenderTarget := MainRenderTarget;
CurrentDepthStencil := MainDepthStencil;
if Failed(Res) then begin
Log('Error restoring render target. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
end;
Inc(FPerfProfile.RenderTargetChanges);
Result := True;
end;
function TDX8StateWrapper.CreateVertexShader(Item: TShaderResource; Declaration: TVertexDeclaration): Integer;
var
Res: HResult;
{$IFDEF USED3DX8}
Data, Constants: ID3DXBuffer;
{$ENDIF}
VDecl: PDX8VertexDeclaration; ConstsSize: Integer;
begin
Result := inherited CreateVertexShader(Item, Declaration);
{$IFDEF USED3DX8}
if not Assigned(Item.Data) and (Item.Source <> '') then begin
Data := nil;
Constants := nil;
Res := D3DXAssembleShader(Item.Source[1], Length(Item.Source), D3DXASM_SKIPVALIDATION*0, @Constants, @Data, nil);
if Failed(Res) then begin
Log('Error assembling vertex shader from resource "' + Item.Name + '". Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Result := -1;
LastError := reVertexShaderAssembleFail;
Exit;
end;
Assert(Assigned(Data));
// Fill resource with compiled code and constants data
Item.Allocate(Data.GetBufferSize + Constants.GetBufferSize);
Move(Data.GetBufferPointer^, Item.Data^, Data.GetBufferSize);
Move(Constants.GetBufferPointer^, PtrOffs(Item.Data, Data.GetBufferSize)^, Constants.GetBufferSize);
Item.SetCodeSize(Data.GetBufferSize);
end;
{$ENDIF}
ConstsSize := (Item.DataSize - Item.CodeSize) * Ord(Assigned(Item.Data) and (Item.CodeSize <> 0));
GetMem(VDecl, (Length(Declaration)+2) * SizeOf(Cardinal) + ConstsSize);
DeclarationToAPI(Declaration, Pointer(Integer(Item.Data) + Item.CodeSize), ConstsSize, VDecl);
Res := Direct3DDevice.CreateVertexShader(Pointer(VDecl), Item.Data, Cardinal(FVertexShaders[Result].Shader), D3DUSAGE_SOFTWAREPROCESSING * Ord(TDX8Renderer(Renderer).MixedVPMode));
FreeMem(VDecl);
if Failed(Res) then begin
Log('Error creating vertex shader from resource "' + Item.Name + '". Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Result := -1;
LastError := reVertexShaderCreateFail;
Exit;
end;
end;
function TDX8StateWrapper.CreatePixelShader(Item: TShaderResource): Integer;
var Res: HResult; {$IFDEF USED3DX8} Data: ID3DXBuffer; {$ENDIF}
begin
Result := inherited CreatePixelShader(Item);
{$IFDEF USED3DX8}
if not Assigned(Item.Data) and (Item.Source <> '') then begin
Data := nil;
Res := D3DXAssembleShader(Item.Source[1], Length(Item.Source), D3DXASM_SKIPVALIDATION*0, nil, @Data, nil);
// Res := D3DXAssembleShaderFromFileA(PChar(Item.Source), D3DXASM_SKIPVALIDATION , nil, @Data, nil);
if Failed(Res) then begin
Log('Error assembling pixel shader from resource "' + Item.Name + '". Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Result := -1;
LastError := rePixelShaderAssembleFail;
Exit;
end;
Assert(Assigned(Data));
Item.Allocate(Data.GetBufferSize);
Move(Data.GetBufferPointer^, Item.Data^, Item.DataSize);
end;
{$ENDIF}
Res := Direct3DDevice.CreatePixelShader(Item.Data, Cardinal(FPixelShaders[Result].Shader));
if Failed(Res) then begin
Log('Error creating pixel shader from resource "' + Item.Name + '". Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Result := -1;
LastError := rePixelShaderCreateFail;
Exit;
end;
end;
procedure TDX8StateWrapper.SetFog(Kind: Cardinal; Color: BaseTypes.TColor; AFogStart, AFogEnd, ADensity: Single);
begin
if Kind <> fkNone then begin
Direct3DDevice.SetRenderState(D3DRS_FOGENABLE, Ord(True));
Direct3DDevice.SetRenderState(D3DRS_FOGCOLOR, Color.C);
case Kind of
fkVertex: begin
Direct3DDevice.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
Direct3DDevice.SetRenderState(D3DRS_RANGEFOGENABLE , 0);
Direct3DDevice.SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
end;
fkVertexRanged: begin
Direct3DDevice.SetRenderState(D3DRS_RANGEFOGENABLE , 1);
Direct3DDevice.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
Direct3DDevice.SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
end;
fkTableLinear: begin
Direct3DDevice.SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
Direct3DDevice.SetRenderState(D3DRS_RANGEFOGENABLE , 0);
Direct3DDevice.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
end;
fkTABLEEXP: begin
Direct3DDevice.SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_EXP);
Direct3DDevice.SetRenderState(D3DRS_FOGDENSITY, Cardinal((@ADensity)^));
Direct3DDevice.SetRenderState(D3DRS_RANGEFOGENABLE , 0);
Direct3DDevice.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
end;
fkTABLEEXP2: begin
Direct3DDevice.SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_EXP2);
Direct3DDevice.SetRenderState(D3DRS_FOGDENSITY, Cardinal((@ADensity)^));
Direct3DDevice.SetRenderState(D3DRS_RANGEFOGENABLE , 0);
Direct3DDevice.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
end;
end;
Direct3DDevice.SetRenderState(D3DRS_FOGSTART, Cardinal((@AFogStart)^));
Direct3DDevice.SetRenderState(D3DRS_FOGEND, Cardinal((@AFogEnd)^));
end else Direct3DDevice.SetRenderState(D3DRS_FOGENABLE, Ord(False));
end;
procedure TDX8StateWrapper.SetBlending(Enabled: Boolean; SrcBlend, DestBlend, AlphaRef, ATestFunc, Operation: Integer);
begin
if Enabled then begin
Direct3DDevice.SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
Direct3DDevice.SetRenderState(D3DRS_SRCBLEND, BlendModes[SrcBlend]);
Direct3DDevice.SetRenderState(D3DRS_DESTBLEND, BlendModes[DestBlend]);
Direct3DDevice.SetRenderState(D3DRS_BLENDOP, BlendOps[Operation]);
end else Direct3DDevice.SetRenderState(D3DRS_ALPHABLENDENABLE, 0);
Direct3DDevice.SetRenderState(D3DRS_ALPHATESTENABLE, Ord(ATestFunc <> tfAlways));
Direct3DDevice.SetRenderState(D3DRS_ALPHAFUNC, TestFuncs[ATestFunc]);
Direct3DDevice.SetRenderState(D3DRS_ALPHAREF, AlphaRef);
end;
procedure TDX8StateWrapper.SetZBuffer(ZTestFunc, ZBias: Integer; ZWrite: Boolean);
begin
// Direct3DDevice.SetRenderState(D3DRS_ZE-NABLE, );
Direct3DDevice.SetRenderState(D3DRS_ZFUNC, TestFuncs[ZTestFunc]);
Direct3DDevice.SetRenderState(D3DRS_ZBIAS, ZBias);
Direct3DDevice.SetRenderState(D3DRS_ZWRITEENABLE, Ord(ZWrite));
end;
procedure TDX8StateWrapper.SetCullAndFillMode(FillMode, ShadeMode, CullMode: Integer; ColorMask: Cardinal);
begin
if FillMode <> fmDEFAULT then
Direct3DDevice.SetRenderState(D3DRS_FILLMODE, FillModes[FillMode]) else if Camera <> nil then
Direct3DDevice.SetRenderState(D3DRS_FILLMODE, FillModes[Camera.DefaultFillMode]);
Direct3DDevice.SetRenderState(D3DRS_SHADEMODE, ShadeModes[ShadeMode]);
case CullMode of
cmCAMERADEFAULT: if Camera <> nil then Direct3DDevice.SetRenderState(D3DRS_CULLMODE, CullModes[Camera.DefaultCullMode]);
cmCAMERAINVERSE: if Camera <> nil then begin
if Camera.DefaultCullMode = cmCCW then
Direct3DDevice.SetRenderState(D3DRS_CULLMODE, D3DCULL_CW) else
if Camera.DefaultCullMode = cmCW then Direct3DDevice.SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW) else
Direct3DDevice.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
end;
else Direct3DDevice.SetRenderState(D3DRS_CULLMODE, CullModes[CullMode]);
end;
ColorMask := Ord(ColorMask and $FF > 0) or Ord(ColorMask and $FF00 > 0) shl 1 or Ord(ColorMask and $FF0000 > 0) shl 2 or Ord(ColorMask and $FF000000 > 0) shl 3;
Direct3DDevice.SetRenderState(D3DRS_COLORWRITEENABLE, ColorMask);
end;
procedure TDX8StateWrapper.SetStencilState(SFailOp, ZFailOp, PassOp, STestFunc: Integer);
begin
// Disable stencil if Func = Always and ZFail = PassOP = Keep
if (ZFailOp = soKeep) and (PassOp = soKeep) and (STestFunc <> tfAlways) then
Direct3DDevice.SetRenderState(D3DRS_STENCILENABLE, 0) else begin
Direct3DDevice.SetRenderState(D3DRS_STENCILENABLE, 1);
Direct3DDevice.SetRenderState(D3DRS_STENCILFUNC, TestFuncs[STestFunc]);
Direct3DDevice.SetRenderState(D3DRS_STENCILFAIL, StencilOps[SFailOp]);
Direct3DDevice.SetRenderState(D3DRS_STENCILZFAIL, StencilOps[ZFailOp]);
Direct3DDevice.SetRenderState(D3DRS_STENCILPASS, StencilOps[PassOp]);
end;
end;
procedure TDX8StateWrapper.SetStencilValues(SRef, SMask, SWriteMask: Integer);
begin
Direct3DDevice.SetRenderState(D3DRS_STENCILREF, Cardinal(SRef));
Direct3DDevice.SetRenderState(D3DRS_STENCILMASK, Cardinal(SMask));
Direct3DDevice.SetRenderState(D3DRS_STENCILWRITEMASK, Cardinal(SWriteMask));
end;
procedure TDX8StateWrapper.SetTextureWrap(const CoordSet: TTWrapCoordSet);
const D3DRS_WRAP: array[0..7] of TD3DRenderStateType = (D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7);
var i: Integer;
begin
for i := 0 to 7 do
Direct3DDevice.SetRenderState(D3DRS_WRAP[i], D3DWRAPCOORD_0 * Ord(CoordSet[i] and twUCoord > 0) or
D3DWRAPCOORD_1 * Ord(CoordSet[i] and twVCoord > 0) or
D3DWRAPCOORD_2 * Ord(CoordSet[i] and twWCoord > 0) or
D3DWRAPCOORD_3 * Ord(CoordSet[i] and twW2Coord > 0));
end;
procedure TDX8StateWrapper.SetLighting(Enable: Boolean; AAmbient: BaseTypes.TColor; SpecularMode: Integer; NormalizeNormals: Boolean);
begin
Direct3dDevice.SetRenderState(D3DRS_SPECULARENABLE, Ord(SpecularMode <> slNone));
Direct3dDevice.SetRenderState(D3DRS_LOCALVIEWER, Ord(SpecularMode = slAccurate));
Direct3DDevice.SetRenderState(D3DRS_NORMALIZENORMALS, Ord(NormalizeNormals));
Direct3DDevice.SetRenderState(D3DRS_LIGHTING, Ord(Enable));
Direct3DDevice.SetRenderState(D3DRS_AMBIENT, AAmbient.C);
end;
procedure TDX8StateWrapper.SetEdgePoint(PointSprite, PointScale, EdgeAntialias: Boolean);
begin
Direct3dDevice.SetRenderState(D3DRS_POINTSPRITEENABLE, Ord(PointSprite));
Direct3DDevice.SetRenderState(D3DRS_POINTSCALEENABLE, Ord(PointScale));
Direct3DDevice.SetRenderState(D3DRS_EDGEANTIALIAS, Ord(EdgeAntialias));
end;
procedure TDX8StateWrapper.SetTextureFactor(ATextureFactor: BaseTypes.TColor);
begin
Direct3DDevice.SetRenderState(D3DRS_TEXTUREFACTOR, ATextureFactor.C);
end;
procedure TDX8StateWrapper.SetMaterial(const AAmbient, ADiffuse, ASpecular, AEmissive: BaseTypes.TColor4S; APower: Single);
var Mat: TD3DMATERIAL8; Res: HResult;
begin
Mat.Ambient := TD3DColorValue(AAmbient);
Mat.Diffuse := TD3DColorValue(ADiffuse);
Mat.Specular := TD3DColorValue(ASpecular);
Mat.Emissive := TD3DColorValue(AEmissive);
Mat.Power := APower;
Res := Direct3DDevice.SetMaterial(Mat);
if Failed(Res) then Log('***Error', lkError);
end;
procedure TDX8StateWrapper.SetPointValues(APointSize, AMinPointSize, AMaxPointSize, APointScaleA, APointScaleB, APointScaleC: Single);
begin
// AMaxPointSize := MinS(AMaxPointSize, Renderer.MaxPointSize);
AMinPointSize := MinS(AMinPointSize, AMaxPointSize);
APointSize := MinS(MaxS(APointSIze, AMinPointSize), AMaxPointSize);
Direct3DDevice.SetRenderState(D3DRS_POINTSIZE, Cardinal((@APointSize)^));
Direct3DDevice.SetRenderState(D3DRS_POINTSIZE_MIN, Cardinal((@AMinPointSize)^));
Direct3DDevice.SetRenderState(D3DRS_POINTSIZE_MAX, Cardinal((@AMaxPointSize)^));
Direct3DDevice.SetRenderState(D3DRS_POINTSCALE_A, Cardinal((@APointScaleA)^));
Direct3DDevice.SetRenderState(D3DRS_POINTSCALE_B, Cardinal((@APointScaleB)^));
Direct3DDevice.SetRenderState(D3DRS_POINTSCALE_C, Cardinal((@APointScaleC)^));
end;
procedure TDX8StateWrapper.SetLinePattern(ALinePattern: Longword);
begin
Direct3DDevice.SetRenderState(D3DRS_LINEPATTERN, ALinePattern);
end;
procedure TDX8StateWrapper.SetClipPlane(Index: Cardinal; Plane: PPlane);
var Res: HResult;
begin
ClipPlanesState := ClipPlanesState and not (1 shl Index) or Cardinal(Ord(Assigned(Plane)) shl Index);
Direct3DDevice.SetRenderState(D3DRS_CLIPPLANEENABLE, ClipPlanesState);
if Assigned(Plane) then begin
Res := Direct3DDevice.SetClipPlane(Index, PSingle(Plane));
{$IFDEF DEBUGMODE}
if Failed(Res) then
Log('Error setting clip plane. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
{$ENDIF}
end;
end;
procedure TDX8StateWrapper.ApplyPass(const Pass: TRenderPass);
var i, TexCount: Integer; Stage: ^TStage; Res: HResult;
begin
Assert(Assigned(Pass), ClassName + '.ApplyPass: Invalid pass');
if (Pass.VertexShaderIndex <> sivNull) then begin // Try to resolve vertex shader
if Pass.VertexShaderIndex = sivUnresolved then ResolveVertexShader(Pass);
VertexShaderFlag := Pass.VertexShaderIndex <> sivUnresolved;
end else VertexShaderFlag := False;
if TDX8Renderer(Renderer).MixedVPMode then TDX8Renderer(Renderer).Direct3dDevice.SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, Ord(VertexShaderFlag));
SetFog(Pass.FogKind, Pass.FogColor, Pass.FogStart, Pass.FogEnd, Pass.FogDensity);
// SetPointValues(Pass.PointSize, Pass.MinPointSize, Pass.MaxPointSize, Pass.PointScaleA, Pass.PointScaleB, Pass.PointScaleC);
// SetLinePattern(Pass.LinePattern);
SetBlending(Pass.BlendingState.Enabled, Pass.BlendingState.SrcBlend, Pass.BlendingState.DestBlend, Pass.BlendingState.AlphaRef, Pass.BlendingState.ATestFunc, Pass.BlendingState.Operation);
SetZBuffer(Pass.ZBufferState.ZTestFunc, Pass.ZBufferState.ZBias, Pass.ZBufferState.ZWrite);
SetCullAndFillMode(Pass.FillShadeMode.FillMode, Pass.FillShadeMode.ShadeMode, Pass.FillShadeMode.CullMode, Pass.FillShadeMode.ColorMask);
SetStencilState(Pass.StencilState.SFailOp, Pass.StencilState.ZFailOp, Pass.StencilState.PassOp, Pass.StencilState.STestFunc);
SetStencilValues(Pass.StencilRef, Pass.StencilMask, Pass.StencilWriteMask);
SetTextureWrap(Pass.TextureWrap.CoordSet);
SetLighting(Pass.LightingState.Enabled, Pass.LightingState.GlobalAmbient, Pass.LightingState.SpecularMode, Pass.LightingState.NormalizeNormals);
SetEdgePoint(Pass.PointEdgeState.PointSprite, Pass.PointEdgeState.PointScale, Pass.PointEdgeState.EdgeAntialias);
SetTextureFactor(Pass.TextureFactor);
ApplyTextureMatrices(Pass);
SetMaterial(Pass.Ambient, Pass.Diffuse, Pass.Specular, Pass.Emissive, Pass.Power);
if VertexShaderFlag then begin
Res := Direct3DDevice.SetVertexShader(Cardinal(FVertexShaders[Pass.VertexShaderIndex].Shader));
{$IFDEF DEBUGMODE} if Res <> D3D_OK then begin Log('TDX8StateWrapper.ApplyPass: Error setting vertex shader: ' + HResultToStr(Res), lkError); end; {$ENDIF}
end;
if (Pass.PixelShaderIndex <> sivNull) then begin // Try to resolve pixel shader
if Pass.PixelShaderIndex = sivUnresolved then ResolvePixelShader(Pass);
PixelShaderFlag := Pass.PixelShaderIndex <> sivUnresolved;
end else PixelShaderFlag := False;
if PixelShaderFlag then
Res := Direct3DDevice.SetPixelShader(Cardinal(FPixelShaders[Pass.PixelShaderIndex].Shader)) else
Res := Direct3DDevice.SetPixelShader(0);
{$IFDEF DEBUGMODE} if Res <> D3D_OK then begin Log('TDX8StateWrapper.ApplyPass: Error setting pixel shader: ' + HResultToStr(Res), lkError); end; {$ENDIF}
if (LastError = reNone) and (Pass.TotalStages > Renderer.MaxTextureStages) then LastError := reTooManyStages;
TexCount := 0;
for i := 0 to MinI(Pass.TotalStages-1, Renderer.MaxTextureStages-1) do begin
Stage := @Pass.Stages[i];
// Assert(Stage.TextureIndex <> -1, ClassName + '.ApplyPass: ');
if (Stage.TextureIndex <> tivNull) and
// ((Stage.TextureIndex <> tivRenderTarget) or (Stage.Camera.RenderTargetIndex <> -1)) and
((Stage.TextureIndex <> tivUnresolved) or Renderer.Textures.Resolve(Pass, i)) then begin
if (Stage.TextureIndex <> tivRenderTarget) then begin
{$IFDEF DEBUGMODE} Res := D3D_OK; {$ENDIF}
Renderer.Textures.Apply(i, Stage.TextureIndex);
Inc(TexCount);
end else begin
if Stage.Camera.IsDepthTexture and not Renderer.DepthTextures then begin
LastError := reNoDepthTextures;
end else if Stage.Camera.RenderTargetIndex <> -1 then begin
if Stage.Camera.IsDepthTexture then
Res := Direct3DDevice.SetTexture(i, IDirect3DTexture8(FRenderTargets[Stage.Camera.RenderTargetIndex].DepthTexture))
else
Res := Direct3DDevice.SetTexture(i, IDirect3DTexture8(FRenderTargets[Stage.Camera.RenderTargetIndex].ColorTexture));
end else
Res := Direct3DDevice.SetTexture(i, nil);
end;
{$IFDEF DEBUGMODE} if Res <> D3D_OK then begin Log('TDX8StateWrapper.ApplyPass: Error setting texture: ' + HResultToStr(Res), lkError); end; {$ENDIF}
Direct3DDevice.SetTextureStageState(i, D3DTSS_ADDRESSU, TexAddressing[Stage.TAddressing and $00F]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_ADDRESSV, TexAddressing[(Stage.TAddressing shr 4) and $00F]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_ADDRESSW, TexAddressing[(Stage.TAddressing shr 8) and $00F]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_MINFILTER, TexFilters[Stage.Filtering and $00F]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_MAGFILTER, TexFilters[(Stage.Filtering shr 4) and $00F]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_MIPFILTER, TexFilters[(Stage.Filtering shr 8) and $00F]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_BORDERCOLOR, Stage.TextureBorder.C);
if VertexShaderFlag then
Direct3DDevice.SetTextureStageState(i, D3DTSS_TEXCOORDINDEX, i)
else
Direct3DDevice.SetTextureStageState(i, D3DTSS_TEXCOORDINDEX, Stage.UVSource and $0F or TexCoordSources[Stage.UVSource shr 4]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_MIPMAPLODBIAS, Stage.MaxMipLevel);
Direct3DDevice.SetTextureStageState(i, D3DTSS_MAXMIPLEVEL, Stage.MaxMipLevel);
Direct3DDevice.SetTextureStageState(i, D3DTSS_MAXANISOTROPY, Stage.MaxAnisotropy);
end else Direct3DDevice.SetTexture(i, nil);
if Pass.PixelShaderIndex < 0 then begin
Direct3DDevice.SetTextureStageState(i, D3DTSS_COLOROP, TexOperation[Stage.ColorOp]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_COLORARG1, TexArgument[Stage.ColorArg1] or Cardinal(D3DTA_COMPLEMENT * Ord(Stage.InvertColorArg1)));
Direct3DDevice.SetTextureStageState(i, D3DTSS_COLORARG2, TexArgument[Stage.ColorArg2] or Cardinal(D3DTA_COMPLEMENT * Ord(Stage.InvertColorArg2)));
Direct3DDevice.SetTextureStageState(i, D3DTSS_ALPHAOP, TexOperation[Stage.AlphaOp]);
Direct3DDevice.SetTextureStageState(i, D3DTSS_AlphaARG1, TexArgument[Stage.AlphaArg1] or Cardinal(D3DTA_COMPLEMENT * Ord(Stage.InvertAlphaArg1)));
Direct3DDevice.SetTextureStageState(i, D3DTSS_AlphaARG2, TexArgument[Stage.AlphaArg2] or Cardinal(D3DTA_COMPLEMENT * Ord(Stage.InvertAlphaArg2)));
if Stage.StoreToTemp then
Direct3DDevice.SetTextureStageState(i, D3DTSS_RESULTARG, D3DTA_TEMP)
else
Direct3DDevice.SetTextureStageState(i, D3DTSS_RESULTARG, D3DTA_CURRENT);
end;
end;
if (LastError = reNone) and (TexCount > Renderer.MaxTexturesPerPass) then LastError := reTooManyTextures;
if (Pass.TotalStages < Integer(Renderer.MaxTextureStages)) then begin
if (Pass.PixelShaderIndex < 0) then begin
Direct3DDevice.SetTexture(Pass.TotalStages, nil);
Direct3DDevice.SetTextureStageState(Pass.TotalStages, D3DTSS_COLOROP, TexOperation[toDisable]);
Direct3DDevice.SetTextureStageState(Pass.TotalStages, D3DTSS_ALPHAOP, TexOperation[toDisable]);
end;
Direct3DDevice.SetTextureStageState(Pass.TotalStages, D3DTSS_TEXCOORDINDEX, Pass.TotalStages);
Direct3DDevice.SetTextureStageState(Pass.TotalStages, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
end;
ApplyClipPlanes;
end;
const D3DTS_TEXTURE: array[0..7] of TD3DTransformStateType =
(D3DTS_TEXTURE0, D3DTS_TEXTURE1, D3DTS_TEXTURE2, D3DTS_TEXTURE3,
D3DTS_TEXTURE4, D3DTS_TEXTURE5, D3DTS_TEXTURE6, D3DTS_TEXTURE7);
procedure TDX8StateWrapper.ApplyTextureMatrices(const Pass: TRenderPass);
var i: Integer; Mat: TMatrix4s;
begin
for i := 0 to MinI(Pass.TotalStages-1, Renderer.MaxTextureStages-1) do begin
case Pass.Stages[i].TextureMatrixType of
tmNone: if VertexShaderFlag then begin
if StageMatrixSet[i] then begin
Direct3DDevice.SetTransform(D3DTS_TEXTURE[i], TD3DMatrix(IdentityMatrix4s));
StageMatrixSet[i] := False;
end;
end else begin
if StageMatrixSet[i] then begin
Direct3DDevice.SetTransform(D3DTS_TEXTURE[i], TD3DMatrix(IdentityMatrix4s));
StageMatrixSet[i] := False;
end;
Mat := IdentityMatrix4s;
end;
tmCameraInverse: if Assigned(Renderer.LastAppliedCamera) then begin
MulMatrix4s(Mat, InvertAffineMatrix4s(Renderer.LastAppliedCamera.ViewMatrix),
ScaleMatrix4s(Pass.Stages[i].TextureMatrixBias, Pass.Stages[i].TextureMatrixBias, Pass.Stages[i].TextureMatrixBias));
StageMatrixSet[i] := True;
end;
tmMirror: begin
Mat := IdentityMatrix4s;
if Assigned(Renderer.LastAppliedCamera) then
Mat := MulMatrix4s(Mat, InvertAffineMatrix4s(Renderer.LastAppliedCamera.ViewMatrix));
if Assigned(Pass.Stages[i].Camera) then begin