// NeL - MMORPG Framework // 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 . #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