2012-05-29 13:31:11 +00:00
|
|
|
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
|
|
//
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
|
|
// it under the terms of the GNU Affero General Public License as
|
|
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
|
|
// License, or (at your option) any later version.
|
|
|
|
//
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
// GNU Affero General Public License for more details.
|
|
|
|
//
|
|
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
#include "stddirect3d.h"
|
|
|
|
|
|
|
|
#include "nel/3d/vertex_buffer.h"
|
|
|
|
#include "nel/3d/light.h"
|
|
|
|
#include "nel/3d/index_buffer.h"
|
|
|
|
#include "nel/misc/rect.h"
|
|
|
|
#include "nel/3d/viewport.h"
|
|
|
|
#include "nel/3d/scissor.h"
|
|
|
|
#include "nel/3d/u_driver.h"
|
|
|
|
|
|
|
|
#include "driver_direct3d.h"
|
|
|
|
|
|
|
|
using namespace std;
|
|
|
|
using namespace NLMISC;
|
|
|
|
|
|
|
|
namespace NL3D
|
|
|
|
{
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::updateMatrices ()
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriver3D_updateMatrices );
|
|
|
|
// Update view model matrix
|
|
|
|
D3DXMatrixMultiply (&_D3DModelView, &(_MatrixCache[remapMatrixIndex (D3DTS_WORLD)].Matrix), &(_MatrixCache[remapMatrixIndex (D3DTS_VIEW)].Matrix));
|
|
|
|
|
|
|
|
// Update view model projection matrix
|
|
|
|
_D3DModelViewProjection = _D3DModelView;
|
|
|
|
D3DXMatrixMultiply (&_D3DModelViewProjection, &_D3DModelViewProjection, &(_MatrixCache[remapMatrixIndex (D3DTS_PROJECTION)].Matrix));
|
|
|
|
|
|
|
|
// Update the inverted view model matrix
|
|
|
|
D3DXMatrixInverse (&_D3DInvModelView, NULL, &_D3DModelView);
|
|
|
|
|
|
|
|
// Update the normalize state
|
|
|
|
setRenderState (D3DRS_NORMALIZENORMALS, (_UserViewMtx.hasScalePart() || _UserModelMtx.hasScalePart() || _ForceNormalize)?TRUE:FALSE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::updateProjectionMatrix ()
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriver3D_updateProjectionMatrix );
|
|
|
|
float left = _FrustumLeft;
|
|
|
|
float right = _FrustumRight;
|
|
|
|
float top = _FrustumTop;
|
|
|
|
float bottom = _FrustumBottom;
|
|
|
|
|
|
|
|
if (_RenderTarget.Texture)
|
|
|
|
swap (bottom, top);
|
|
|
|
|
|
|
|
// Get the render target size
|
|
|
|
uint32 clientWidth;
|
|
|
|
uint32 clientHeight;
|
|
|
|
getRenderTargetSize (clientWidth, clientHeight);
|
|
|
|
|
|
|
|
// In D3D, the center of the first screen pixel is [0.0,0.0]. Is NeL it is [0.5,0.5]
|
|
|
|
const float addW = (right-left)/(2*(_Viewport.getWidth() * (float)clientWidth));
|
|
|
|
const float addH = (bottom-top)/(2*(_Viewport.getHeight() * (float)clientHeight));
|
|
|
|
|
|
|
|
left += addW;
|
|
|
|
right += addW;
|
|
|
|
top += addH;
|
|
|
|
bottom += addH;
|
|
|
|
|
|
|
|
D3DXMATRIX projection;
|
|
|
|
if (_FrustumPerspective)
|
|
|
|
{
|
|
|
|
D3DXMatrixPerspectiveOffCenterLH (&projection, left, right, bottom, top, _FrustumZNear, _FrustumZFar);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
D3DXMatrixOrthoOffCenterLH (&projection, left, right, bottom, top, _FrustumZNear, _FrustumZFar);
|
|
|
|
}
|
|
|
|
setMatrix (D3DTS_PROJECTION, projection);
|
|
|
|
|
|
|
|
// Backup znear and zfar for zbias setup
|
|
|
|
_OODeltaZ = 1 / (_FrustumZFar - _FrustumZNear);
|
|
|
|
|
|
|
|
updateMatrices ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setFrustum)
|
|
|
|
_FrustumLeft = left;
|
|
|
|
_FrustumRight = right;
|
|
|
|
_FrustumTop = top;
|
|
|
|
_FrustumBottom = bottom;
|
|
|
|
_FrustumZNear = znear;
|
|
|
|
_FrustumZFar = zfar;
|
|
|
|
_FrustumPerspective = perspective;
|
|
|
|
updateProjectionMatrix ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setFrustumMatrix(CMatrix &frustumMatrix)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setFrustum)
|
|
|
|
|
|
|
|
frustumMatrix.transpose();
|
|
|
|
setMatrix (D3DTS_PROJECTION, D3DXMATRIX(frustumMatrix.get()));
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
CMatrix CDriverD3D::getFrustumMatrix()
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_getFrustum)
|
|
|
|
|
|
|
|
CMatrix frustumMatrix;
|
|
|
|
frustumMatrix.set((float *)_MatrixCache[D3DTS_PROJECTION].Matrix.m);
|
|
|
|
frustumMatrix.transpose();
|
|
|
|
|
|
|
|
return frustumMatrix;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setupViewMatrix(const CMatrix& mtx)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setupViewMatrix)
|
|
|
|
// Remember the view matrix
|
|
|
|
_UserViewMtx= mtx;
|
|
|
|
_PZBCameraPos= CVector::Null;
|
|
|
|
|
|
|
|
// Set the driver matrix
|
|
|
|
D3DXMATRIX view;
|
|
|
|
NL_D3D_MATRIX (view, mtx);
|
|
|
|
|
|
|
|
// Pass to directx matrix basis
|
|
|
|
swap (view._12, view._13);
|
|
|
|
swap (view._22, view._23);
|
|
|
|
swap (view._32, view._33);
|
|
|
|
swap (view._42, view._43);
|
|
|
|
|
|
|
|
setMatrix (D3DTS_VIEW, view);
|
|
|
|
|
|
|
|
// Set the spacular matrix
|
|
|
|
CMatrix specularTex;
|
|
|
|
specularTex = mtx;
|
|
|
|
specularTex.setPos(CVector(0.0f,0.0f,0.0f));
|
|
|
|
specularTex.invert();
|
|
|
|
NL_D3D_MATRIX (_D3DSpecularWorldTex, specularTex);
|
|
|
|
|
|
|
|
updateMatrices ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setupViewMatrixEx(const CMatrix& mtx, const CVector &cameraPos)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setupViewMatrixEx)
|
|
|
|
// Remeber the view matrix
|
|
|
|
_UserViewMtx= mtx;
|
|
|
|
_PZBCameraPos= cameraPos;
|
|
|
|
|
|
|
|
// Set the driver matrix
|
|
|
|
D3DXMATRIX view;
|
|
|
|
NL_D3D_MATRIX (view, mtx);
|
|
|
|
|
|
|
|
// Pass to directx matrix basis
|
|
|
|
swap (view._12, view._13);
|
|
|
|
swap (view._22, view._23);
|
|
|
|
swap (view._32, view._33);
|
|
|
|
swap (view._42, view._43);
|
|
|
|
|
|
|
|
// Reset the viewMtx position.
|
|
|
|
view._41 = 0;
|
|
|
|
view._42 = 0;
|
|
|
|
view._43 = 0;
|
|
|
|
|
|
|
|
setMatrix (D3DTS_VIEW, view);
|
|
|
|
|
|
|
|
// Set the spacular matrix
|
|
|
|
CMatrix specularTex;
|
|
|
|
specularTex = mtx;
|
|
|
|
NL_D3D_MATRIX (_D3DSpecularWorldTex, specularTex);
|
|
|
|
swap (_D3DSpecularWorldTex._12, _D3DSpecularWorldTex._13);
|
|
|
|
swap (_D3DSpecularWorldTex._22, _D3DSpecularWorldTex._23);
|
|
|
|
swap (_D3DSpecularWorldTex._32, _D3DSpecularWorldTex._33);
|
|
|
|
swap (_D3DSpecularWorldTex._42, _D3DSpecularWorldTex._43);
|
|
|
|
_D3DSpecularWorldTex._41 = 0;
|
|
|
|
_D3DSpecularWorldTex._42 = 0;
|
|
|
|
_D3DSpecularWorldTex._43 = 0;
|
|
|
|
|
|
|
|
D3DXMatrixInverse ( &_D3DSpecularWorldTex, NULL, &_D3DSpecularWorldTex);
|
|
|
|
swap (_D3DSpecularWorldTex._12, _D3DSpecularWorldTex._13);
|
|
|
|
swap (_D3DSpecularWorldTex._22, _D3DSpecularWorldTex._23);
|
|
|
|
swap (_D3DSpecularWorldTex._32, _D3DSpecularWorldTex._33);
|
|
|
|
swap (_D3DSpecularWorldTex._42, _D3DSpecularWorldTex._43);
|
|
|
|
|
|
|
|
updateMatrices ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setupModelMatrix(const CMatrix& mtx)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setupModelMatrix)
|
|
|
|
// Stats
|
|
|
|
_NbSetupModelMatrixCall++;
|
|
|
|
|
|
|
|
// Remeber the model matrix
|
|
|
|
_UserModelMtx= mtx;
|
|
|
|
|
|
|
|
D3DXMATRIX world;
|
|
|
|
NL_D3D_MATRIX (world, mtx);
|
|
|
|
|
|
|
|
// Remove from position the camera position
|
|
|
|
world._41 -= _PZBCameraPos.x;
|
|
|
|
world._42 -= _PZBCameraPos.y;
|
|
|
|
world._43 -= _PZBCameraPos.z;
|
|
|
|
|
|
|
|
setMatrix (D3DTS_WORLD, world);
|
|
|
|
|
|
|
|
updateMatrices ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
CMatrix CDriverD3D::getViewMatrix() const
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_getViewMatrix)
|
|
|
|
return _UserViewMtx;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::forceNormalize(bool normalize)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_forceNormalize)
|
|
|
|
_ForceNormalize = normalize;
|
|
|
|
updateMatrices ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
bool CDriverD3D::isForceNormalize() const
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_isForceNormalize)
|
|
|
|
return _RenderStateCache[D3DRS_NORMALIZENORMALS].Value != FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setupScissor (const class CScissor& scissor)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setupScissor )
|
|
|
|
if (!_ScissorTouched &&
|
|
|
|
_Scissor.X == scissor.X &&
|
|
|
|
_Scissor.Y == scissor.Y &&
|
|
|
|
_Scissor.Width == scissor.Width &&
|
|
|
|
_Scissor.Height == scissor.Height
|
|
|
|
) return;
|
|
|
|
nlassert (_DeviceInterface);
|
|
|
|
|
|
|
|
// Get viewport
|
|
|
|
_ScissorTouched = false;
|
|
|
|
float x= scissor.X;
|
|
|
|
float width= scissor.Width;
|
|
|
|
float height= scissor.Height;
|
|
|
|
|
|
|
|
if(x==0 && x==0 && width==1 && height==1)
|
|
|
|
{
|
|
|
|
setRenderState (D3DRS_SCISSORTESTENABLE, FALSE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
|
|
|
|
float y= scissor.Y;
|
|
|
|
|
|
|
|
if (_HWnd)
|
|
|
|
{
|
|
|
|
// Get the render target size
|
|
|
|
uint32 clientWidth;
|
|
|
|
uint32 clientHeight;
|
|
|
|
getRenderTargetSize (clientWidth, clientHeight);
|
|
|
|
|
|
|
|
// Setup d3d scissor
|
|
|
|
|
|
|
|
RECT rect;
|
|
|
|
rect.left=(int)floor((float)clientWidth * x + 0.5f);
|
|
|
|
clamp (rect.left, 0, (int)clientWidth);
|
|
|
|
if (_RenderTarget.Texture)
|
|
|
|
rect.top=(int)floor((float)clientHeight* y + 0.5f);
|
|
|
|
else
|
|
|
|
rect.top=(int)floor((float)clientHeight* (1-y-height) + 0.5f);
|
|
|
|
clamp (rect.top, 0, (int)clientHeight);
|
|
|
|
|
|
|
|
rect.right=(int)floor((float)clientWidth * (x+width) + 0.5f );
|
|
|
|
clamp (rect.right, 0, (int)clientWidth);
|
|
|
|
if (_RenderTarget.Texture)
|
|
|
|
rect.bottom=(int)floor((float)clientHeight* (y+height) + 0.5f);
|
|
|
|
else
|
|
|
|
rect.bottom=(int)floor((float)clientHeight* (1-y) + 0.5f);
|
|
|
|
clamp (rect.bottom, 0, (int)clientHeight);
|
|
|
|
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setupScissorDevice )
|
|
|
|
_DeviceInterface->SetScissorRect (&rect);
|
|
|
|
}
|
|
|
|
setRenderState (D3DRS_SCISSORTESTENABLE, TRUE);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Backup the scissor
|
|
|
|
_Scissor = scissor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::setupViewport (const class CViewport& viewport)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setupViewport )
|
|
|
|
if (_HWnd == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Get the render target size
|
|
|
|
uint32 clientWidth;
|
|
|
|
uint32 clientHeight;
|
|
|
|
getRenderTargetSize (clientWidth, clientHeight);
|
|
|
|
|
|
|
|
// Get viewport
|
|
|
|
float x;
|
|
|
|
float y;
|
|
|
|
float width;
|
|
|
|
float height;
|
|
|
|
viewport.getValues (x, y, width, height);
|
|
|
|
|
|
|
|
// Get integer values
|
|
|
|
int ix=(int)((float)clientWidth*x);
|
|
|
|
clamp (ix, 0, (int)clientWidth);
|
|
|
|
int iy;
|
|
|
|
if (_RenderTarget.Texture)
|
|
|
|
iy=(int)((float)clientHeight*y);
|
|
|
|
else
|
|
|
|
iy=(int)((float)clientHeight*(1.f-(y+height)));
|
|
|
|
clamp (iy, 0, (int)clientHeight);
|
|
|
|
int iwidth=(int)((float)clientWidth*width);
|
|
|
|
clamp (iwidth, 0, (int)clientWidth-ix);
|
|
|
|
int iheight=(int)((float)clientHeight*height);
|
|
|
|
clamp (iheight, 0, (int)clientHeight-iy);
|
|
|
|
|
|
|
|
// Setup D3D viewport
|
|
|
|
_D3DViewport.X = ix;
|
|
|
|
_D3DViewport.Y = iy;
|
|
|
|
_D3DViewport.Width = iwidth;
|
|
|
|
_D3DViewport.Height = iheight;
|
|
|
|
_D3DViewport.MinZ = _DepthRangeNear;
|
|
|
|
_D3DViewport.MaxZ = _DepthRangeFar;
|
|
|
|
_DeviceInterface->SetViewport (&_D3DViewport);
|
|
|
|
|
|
|
|
// Backup the viewport
|
|
|
|
_Viewport = viewport;
|
|
|
|
|
|
|
|
updateProjectionMatrix ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CDriverD3D::setDepthRange(float znear, float zfar)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_setDepthRange)
|
|
|
|
nlassert(znear != zfar);
|
|
|
|
if (_HWnd == NULL)
|
|
|
|
return;
|
|
|
|
#ifdef NL_D3D_USE_RENDER_STATE_CACHE
|
|
|
|
NL_D3D_CACHE_TEST(CacheTest_DepthRange, znear != _DepthRangeNear || zfar != _DepthRangeFar)
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
_DepthRangeNear = znear;
|
|
|
|
_DepthRangeFar = zfar;
|
|
|
|
_D3DViewport.MinZ = _DepthRangeNear;
|
|
|
|
_D3DViewport.MaxZ = _DepthRangeFar;
|
|
|
|
_DeviceInterface->SetViewport (&_D3DViewport);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CDriverD3D::getDepthRange(float &znear, float &zfar) const
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_getDepthRange)
|
|
|
|
znear = _DepthRangeNear;
|
|
|
|
zfar = _DepthRangeFar;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
void CDriverD3D::getViewport(CViewport &viewport)
|
|
|
|
{
|
|
|
|
H_AUTO_D3D(CDriverD3D_getViewport)
|
|
|
|
viewport = _Viewport;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|