1 #include "model_renderer_d3d9.h"
2
3 #include <cassert>
4
5 #include "graphics_interface.h"
6 #include "context_d3d9.h"
7 #include "texture_d3d9.h"
8 #include "interpolation.h"
9 #include "d3d9_util.h"
10
11 #include "leak_dumper.h"
12
13 namespace Shared{ namespace Graphics{ namespace D3d9{
14
15 // ===============================================
16 // class ModelRendererD3d9
17 // ===============================================
18
19 D3DVERTEXELEMENT9 d3dVertexElementsPNT[]=
20 {
21 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
22 {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
23 {0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
24 D3DDECL_END()
25 };
26
27 D3DVERTEXELEMENT9 d3dVertexElementsPNTT[]=
28 {
29 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
30 {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
31 {0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
32 {0, 32, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0},
33 D3DDECL_END()
34 };
35
ModelRendererD3d9()36 ModelRendererD3d9::ModelRendererD3d9(){
37 rendering= false;
38
39 GraphicsInterface &gi= GraphicsInterface::getInstance();
40 d3dDevice= static_cast<ContextD3d9*>(gi.getCurrentContext())->getD3dDevice();
41
42 bufferPointCount= 0;
43 bufferIndexCount= 0;
44
45 D3DCALL(d3dDevice->CreateVertexDeclaration(d3dVertexElementsPNT, &d3dVertexDeclarationPNT));
46 D3DCALL(d3dDevice->CreateVertexDeclaration(d3dVertexElementsPNTT, &d3dVertexDeclarationPNTT));
47
48 readyBuffers(defBufferPointCount, defBufferIndexCount);
49 }
50
~ModelRendererD3d9()51 ModelRendererD3d9::~ModelRendererD3d9(){
52 d3dVertexBuffer->Release();
53 }
54
begin(bool renderNormals,bool renderTextures,bool renderColors)55 void ModelRendererD3d9::begin(bool renderNormals, bool renderTextures, bool renderColors){
56 rendering= true;
57 }
58
end()59 void ModelRendererD3d9::end(){
60 rendering= false;
61 }
62
render(const Model * model)63 void ModelRendererD3d9::render(const Model *model){
64 assert(rendering);
65
66 //render every mesh
67 for(uint32 i=0; i<model->getMeshCount(); ++i){
68 renderMesh(model->getMesh(i));
69 }
70 }
71
renderNormalsOnly(const Model * model)72 void ModelRendererD3d9::renderNormalsOnly(const Model *model){
73 }
74
75 // ====================== Private ===============================================
76
renderMesh(const Mesh * mesh)77 void ModelRendererD3d9::renderMesh(const Mesh *mesh){
78
79 CustomVertexPNTT *vertices;
80 uint32 *indices;
81
82 readyBuffers(mesh->getVertexCount(), mesh->getIndexCount());
83
84 //lock vertex buffer
85 D3DCALL(d3dVertexBuffer->Lock(0, mesh->getVertexCount()*sizeof(CustomVertexPNTT), (void**) &vertices, 0));
86
87 //copy data vertex buffer
88 const InterpolationData *interpolationData= mesh->getInterpolationData();
89
90 for(int i=0; i<mesh->getVertexCount(); ++i){
91 vertices[i].vertex= interpolationData->getVertices()[i];
92 vertices[i].normal= interpolationData->getNormals()[i];
93 Vec2f texCoord= mesh->getTexCoords()[i];
94 vertices[i].texCoord= Vec2f(texCoord.x, texCoord.y);
95 }
96 if(mesh->getTangents()!=NULL){
97 for(int i=0; i<mesh->getVertexCount(); ++i){
98 vertices[i].tangent= mesh->getTangents()[i];
99 }
100 }
101
102 //unlock vertex buffer
103 D3DCALL(d3dVertexBuffer->Unlock());
104
105 //lock index buffer
106 D3DCALL(d3dIndexBuffer->Lock(0, mesh->getIndexCount()*sizeof(uint32), (void**) &indices, 0));
107
108 //copy data
109 for(int i=0; i<mesh->getIndexCount(); i+=3){
110 indices[i]= mesh->getIndices()[i];
111 indices[i+1]= mesh->getIndices()[i+2];
112 indices[i+2]= mesh->getIndices()[i+1];
113 }
114
115 //unlock
116 D3DCALL(d3dIndexBuffer->Unlock());
117
118 //set stream data
119 D3DCALL(d3dDevice->SetStreamSource(0, d3dVertexBuffer, 0, sizeof(CustomVertexPNTT)));
120 D3DCALL(d3dDevice->SetVertexDeclaration(mesh->getTangents()==NULL? d3dVertexDeclarationPNT: d3dVertexDeclarationPNTT));
121 D3DCALL(d3dDevice->SetIndices(d3dIndexBuffer));
122
123 //set textures
124 int textureUnit= 0;
125 for(int i=0; i<meshTextureCount; ++i){
126 if(mesh->getTexture(i)!=NULL){
127 const Texture2DD3d9* texture2DD3d9= static_cast<const Texture2DD3d9*>(mesh->getTexture(i));
128 D3DCALL(d3dDevice->SetTexture(textureUnit, texture2DD3d9->getD3dTexture()));
129 ++textureUnit;
130 }
131 }
132
133 //render
134 D3DCALL(d3dDevice->BeginScene());
135 D3DCALL(d3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mesh->getVertexCount(), 0, mesh->getIndexCount()/3));
136 D3DCALL(d3dDevice->EndScene());
137
138 //reset textures
139 for(int i=0; i<meshTextureCount; ++i){
140 D3DCALL(d3dDevice->SetTexture(i, NULL));
141 }
142 }
143
readyBuffers(int newPointCount,int newIndexCount)144 void ModelRendererD3d9::readyBuffers(int newPointCount, int newIndexCount){
145
146 //vertices, if the buffer is to small allocate a new buffer
147 if(bufferPointCount<newPointCount){
148 bufferPointCount= newPointCount;
149
150 D3DCALL(d3dDevice->CreateVertexBuffer(
151 bufferPointCount*sizeof(CustomVertexPNTT),
152 0,
153 0,
154 D3DPOOL_MANAGED,
155 &d3dVertexBuffer,
156 NULL));
157 }
158
159 //indices
160 if(bufferIndexCount<newIndexCount){
161 bufferIndexCount= newIndexCount;
162
163 D3DCALL(d3dDevice->CreateIndexBuffer(
164 bufferIndexCount*sizeof(uint32),
165 0,
166 D3DFMT_INDEX32,
167 D3DPOOL_MANAGED,
168 &d3dIndexBuffer,
169 NULL));
170 }
171 }
172
173 }}}//end namespace