1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #include "IrrCompileConfig.h"
6 
7 #define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE
8 #include "CD3D8Driver.h"
9 
10 #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
11 
12 #include "os.h"
13 #include "S3DVertex.h"
14 #include "CD3D8Texture.h"
15 #include "CD3D8MaterialRenderer.h"
16 #include "CD3D8ShaderMaterialRenderer.h"
17 #include "CD3D8NormalMapRenderer.h"
18 #include "CD3D8ParallaxMapRenderer.h"
19 #include "SIrrCreationParameters.h"
20 
21 namespace irr
22 {
23 namespace video
24 {
25 
26 
27 //! constructor
CD3D8Driver(const SIrrlichtCreationParameters & params,io::IFileSystem * io)28 CD3D8Driver::CD3D8Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io)
29 	: CNullDriver(io, params.WindowSize), CurrentRenderMode(ERM_NONE),
30 	ResetRenderStates(true), Transformation3DChanged(false),
31 	D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0),
32 	WindowId(0), SceneSourceRect(0),
33 	LastVertexType((video::E_VERTEX_TYPE)-1),
34 	MaxTextureUnits(0), MaxUserClipPlanes(0),
35 	MaxLightDistance(0), LastSetLight(-1), DeviceLost(false),
36 	DriverWasReset(true), Params(params)
37 {
38 	#ifdef _DEBUG
39 	setDebugName("CD3D8Driver");
40 	#endif
41 
42 	printVersion();
43 
44 	for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
45 		CurrentTexture[i] = 0;
46 	MaxLightDistance=sqrtf(FLT_MAX);
47 	// create sphere map matrix
48 
49 	SphereMapMatrixD3D8._11 = 0.5f; SphereMapMatrixD3D8._12 = 0.0f;
50 	SphereMapMatrixD3D8._13 = 0.0f; SphereMapMatrixD3D8._14 = 0.0f;
51 	SphereMapMatrixD3D8._21 = 0.0f; SphereMapMatrixD3D8._22 =-0.5f;
52 	SphereMapMatrixD3D8._23 = 0.0f; SphereMapMatrixD3D8._24 = 0.0f;
53 	SphereMapMatrixD3D8._31 = 0.0f; SphereMapMatrixD3D8._32 = 0.0f;
54 	SphereMapMatrixD3D8._33 = 1.0f; SphereMapMatrixD3D8._34 = 0.0f;
55 	SphereMapMatrixD3D8._41 = 0.5f; SphereMapMatrixD3D8._42 = 0.5f;
56 	SphereMapMatrixD3D8._43 = 0.0f; SphereMapMatrixD3D8._44 = 1.0f;
57 
58 	UnitMatrixD3D8 = *(D3DMATRIX*)((void*)core::IdentityMatrix.pointer());
59 
60 	// init direct 3d is done in the factory function
61 }
62 
63 
64 //! destructor
~CD3D8Driver()65 CD3D8Driver::~CD3D8Driver()
66 {
67 	deleteMaterialRenders();
68 
69 	// drop d3d8
70 
71 	if (pID3DDevice)
72 		pID3DDevice->Release();
73 
74 	if (pID3D)
75 		pID3D->Release();
76 }
77 
78 
createMaterialRenderers()79 void CD3D8Driver::createMaterialRenderers()
80 {
81 	// create D3D8 material renderers
82 
83 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID(pID3DDevice, this));
84 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this));
85 
86 	// add the same renderer for all lightmap types
87 	CD3D8MaterialRenderer_LIGHTMAP* lmr = new CD3D8MaterialRenderer_LIGHTMAP(pID3DDevice, this);
88 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
89 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
90 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
91 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
92 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
93 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
94 	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
95 	lmr->drop();
96 
97 	// add remaining material renderers
98 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_DETAIL_MAP(pID3DDevice, this));
99 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SPHERE_MAP(pID3DDevice, this));
100 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this));
101 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this));
102 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this));
103 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this));
104 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this));
105 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this));
106 
107 	// add normal map renderers
108 	s32 tmp = 0;
109 	video::IMaterialRenderer* renderer = 0;
110 
111 	renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
112 		MaterialRenderers[EMT_SOLID].Renderer);
113 	renderer->drop();
114 
115 	renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
116 		MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
117 	renderer->drop();
118 
119 	renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
120 		MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
121 	renderer->drop();
122 
123 	// add parallax map renderers
124 
125 	renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
126 		MaterialRenderers[EMT_SOLID].Renderer);
127 	renderer->drop();
128 
129 	renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
130 		MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
131 	renderer->drop();
132 
133 		renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
134 		MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
135 	renderer->drop();
136 
137 	// add basic 1 texture blending
138 	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this));
139 }
140 
141 
142 //! initialises the Direct3D API
initDriver(HWND hwnd,bool pureSoftware)143 bool CD3D8Driver::initDriver(HWND hwnd, bool pureSoftware)
144 {
145 	HRESULT hr;
146 	typedef IDirect3D8 * (__stdcall *D3DCREATETYPE)(UINT);
147 
148 #if defined( _IRR_XBOX_PLATFORM_)
149 	D3DCREATETYPE d3dCreate = (D3DCREATETYPE) &Direct3DCreate8;
150 #else
151 	D3DLibrary = LoadLibrary( __TEXT("d3d8.dll") );
152 
153 	if (!D3DLibrary)
154 	{
155 		os::Printer::log("Error, could not load d3d8.dll.", ELL_ERROR);
156 		return false;
157 	}
158 
159 	D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate8");
160 
161 	if (!d3dCreate)
162 	{
163 		os::Printer::log("Error, could not get proc adress of Direct3DCreate8.", ELL_ERROR);
164 		return false;
165 	}
166 #endif
167 
168 	//just like pID3D = Direct3DCreate8(D3D_SDK_VERSION);
169 	pID3D = (*d3dCreate)(D3D_SDK_VERSION);
170 
171 	if (!pID3D)
172 	{
173 		os::Printer::log("Error initializing D3D.", ELL_ERROR);
174 		return false;
175 	}
176 
177 	// print device information
178 	D3DADAPTER_IDENTIFIER8 dai;
179 	if (!FAILED(pID3D->GetAdapterIdentifier(Params.DisplayAdapter, D3DENUM_NO_WHQL_LEVEL, &dai)))
180 	{
181 		char tmp[512];
182 
183 		s32 Product = HIWORD(dai.DriverVersion.HighPart);
184 		s32 Version = LOWORD(dai.DriverVersion.HighPart);
185 		s32 SubVersion = HIWORD(dai.DriverVersion.LowPart);
186 		s32 Build = LOWORD(dai.DriverVersion.LowPart);
187 
188 		sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version,
189 			SubVersion, Build);
190 		os::Printer::log(tmp, ELL_INFORMATION);
191 	}
192 
193 	D3DDISPLAYMODE d3ddm;
194 	hr = pID3D->GetAdapterDisplayMode(Params.DisplayAdapter, &d3ddm);
195 	if (FAILED(hr))
196 	{
197 		os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR);
198 		return false;
199 	}
200 
201 	ZeroMemory(&present, sizeof(present));
202 
203 	present.SwapEffect = D3DSWAPEFFECT_DISCARD;
204 	present.Windowed = TRUE;
205 	present.BackBufferFormat = d3ddm.Format;
206 	present.EnableAutoDepthStencil = TRUE;
207 
208 	if (Params.Fullscreen)
209 	{
210 		present.SwapEffect = D3DSWAPEFFECT_FLIP;
211 		present.Windowed = FALSE;
212 		present.BackBufferWidth = Params.WindowSize.Width;
213 		present.BackBufferHeight = Params.WindowSize.Height;
214 		present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
215 
216 		if (Params.Vsync)
217 			present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
218 		else
219 			present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
220 
221 		if (Params.Bits == 32)
222 			present.BackBufferFormat = D3DFMT_X8R8G8B8;
223 		else
224 			present.BackBufferFormat = D3DFMT_R5G6B5;
225 	}
226 
227 	D3DDEVTYPE devtype = D3DDEVTYPE_HAL;
228 	#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
229 	devtype = D3DDEVTYPE_REF;
230 	#endif
231 
232 	// enable anti alias if possible and whished
233 	if (Params.AntiAlias > 0)
234 	{
235 		if(Params.AntiAlias > 16)
236 			Params.AntiAlias = 16;
237 
238 		while(Params.AntiAlias > 0)
239 		{
240 			if(!FAILED(pID3D->CheckDeviceMultiSampleType(Params.DisplayAdapter,
241 				devtype , present.BackBufferFormat, !Params.Fullscreen,
242 				(D3DMULTISAMPLE_TYPE)Params.AntiAlias)))
243 			{
244 				present.MultiSampleType	= (D3DMULTISAMPLE_TYPE)Params.AntiAlias;
245 				present.SwapEffect	 = D3DSWAPEFFECT_DISCARD;
246 				break;
247 			}
248 			--Params.AntiAlias;
249 		}
250 
251 		if(Params.AntiAlias==0)
252 			os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING);
253 	}
254 
255 	// check stencil buffer compatibility
256 	if (Params.Stencilbuffer)
257 	{
258 		present.AutoDepthStencilFormat = D3DFMT_D24S8;
259 		if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
260 			present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
261 			D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
262 		{
263 #if !defined( _IRR_XBOX_PLATFORM_)
264 			present.AutoDepthStencilFormat = D3DFMT_D24X4S4;
265 			if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
266 				present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
267 				D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
268 			{
269 				present.AutoDepthStencilFormat = D3DFMT_D15S1;
270 				if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
271 					present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
272 					D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
273 				{
274 					os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING);
275 					Params.Stencilbuffer = false;
276 				}
277 			}
278 #endif
279 		}
280 		else
281 		if(FAILED(pID3D->CheckDepthStencilMatch(Params.DisplayAdapter, devtype,
282 			present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat)))
283 		{
284 			os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING);
285 			Params.Stencilbuffer = false;
286 		}
287 	}
288 	// do not use else here to cope with flag change in previous block
289 	if (!Params.Stencilbuffer)
290 	{
291 #if !defined( _IRR_XBOX_PLATFORM_)
292 		present.AutoDepthStencilFormat = D3DFMT_D32;
293 		if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
294 			present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
295 			D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
296 		{
297 			present.AutoDepthStencilFormat = D3DFMT_D24X8;
298 			if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
299 				present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
300 				D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
301 			{
302 				present.AutoDepthStencilFormat = D3DFMT_D16;
303 				if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
304 					present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
305 					D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
306 				{
307 					os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
308 					return false;
309 				}
310 			}
311 		}
312 #else
313 		present.AutoDepthStencilFormat = D3DFMT_D16;
314 		if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
315 			present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
316 			D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
317 		{
318 			os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
319 			return false;
320 		}
321 #endif
322 	}
323 
324 	// create device
325 #if defined( _IRR_XBOX_PLATFORM_)
326 	DWORD fpuPrecision = 0;
327 #else
328 	DWORD fpuPrecision = Params.HighPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 0;
329 	DWORD multithreaded = Params.DriverMultithreaded ? D3DCREATE_MULTITHREADED : 0;
330 #endif
331 	if (pureSoftware)
332 	{
333 		hr = pID3D->CreateDevice(Params.DisplayAdapter, D3DDEVTYPE_REF, hwnd,
334 				fpuPrecision | multithreaded | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
335 
336 		if (FAILED(hr))
337 			os::Printer::log("Was not able to create Direct3D8 software device.", ELL_ERROR);
338 	}
339 	else
340 	{
341 		hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd,
342 				fpuPrecision | multithreaded | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice);
343 
344 		if(FAILED(hr))
345 			hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd,
346 					fpuPrecision | multithreaded | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice);
347 		if(FAILED(hr))
348 			hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd,
349 					fpuPrecision | multithreaded | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
350 		if (FAILED(hr))
351 			os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
352 	}
353 
354 	if (!pID3DDevice)
355 	{
356 		os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
357 		return false;
358 	}
359 
360 	// get caps
361 	pID3DDevice->GetDeviceCaps(&Caps);
362 
363 	if (Params.Stencilbuffer &&
364 		(!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) ||
365 		!(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) ||
366 		!(Caps.StencilCaps & D3DSTENCILCAPS_KEEP)))
367 	{
368 		os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING);
369 		Params.Stencilbuffer = false;
370 	}
371 
372 	// set default vertex shader
373 	setVertexShader(EVT_STANDARD);
374 
375 	// enable antialiasing
376 	if (Params.AntiAlias>0)
377 		pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
378 
379 	// set fog mode
380 	setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
381 
382 	// set exposed data
383 	ExposedData.D3D8.D3D8 = pID3D;
384 	ExposedData.D3D8.D3DDev8 = pID3DDevice;
385 	ExposedData.D3D8.HWnd = hwnd;
386 
387 	ResetRenderStates = true;
388 
389 	// create materials
390 	createMaterialRenderers();
391 
392 	MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES);
393 	MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes;
394 
395 	DriverAttributes->setAttribute("MaxTextures", (s32)MaxTextureUnits);
396 	DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Caps.MaxSimultaneousTextures);
397 	DriverAttributes->setAttribute("MaxLights", (s32)Caps.MaxActiveLights);
398 	DriverAttributes->setAttribute("MaxAnisotropy", (s32)Caps.MaxAnisotropy);
399 	DriverAttributes->setAttribute("MaxUserClipPlanes", (s32)Caps.MaxUserClipPlanes);
400 	DriverAttributes->setAttribute("MaxIndices", (s32)Caps.MaxVertexIndex);
401 	DriverAttributes->setAttribute("MaxTextureSize", (s32)core::min_(Caps.MaxTextureHeight,Caps.MaxTextureWidth));
402 	DriverAttributes->setAttribute("MaxTextureLODBias", 16.f);
403 	DriverAttributes->setAttribute("Version", 800);
404 	DriverAttributes->setAttribute("ShaderLanguageVersion", (s32)Caps.VertexShaderVersion*100);
405 	DriverAttributes->setAttribute("AntiAlias", Params.AntiAlias);
406 
407 	// set the renderstates
408 	setRenderStates3DMode();
409 
410 	// so far so good.
411 	return true;
412 }
413 
414 
415 //! applications must call this method before performing any rendering. returns false if failed.
beginScene(bool backBuffer,bool zBuffer,SColor color,const SExposedVideoData & videoData,core::rect<s32> * sourceRect)416 bool CD3D8Driver::beginScene(bool backBuffer, bool zBuffer, SColor color,
417 		const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
418 {
419 	CNullDriver::beginScene(backBuffer, zBuffer, color, videoData, sourceRect);
420 	WindowId = (HWND)videoData.D3D8.HWnd;
421 	SceneSourceRect = sourceRect;
422 
423 	if (!pID3DDevice)
424 		return false;
425 
426 	HRESULT hr;
427 	if (DeviceLost)
428 	{
429 #ifndef _IRR_XBOX_PLATFORM_
430 		if(FAILED(hr = pID3DDevice->TestCooperativeLevel()))
431 		{
432 			if (hr == D3DERR_DEVICELOST)
433 			{
434 				Sleep(100);
435 				hr = pID3DDevice->TestCooperativeLevel();
436 				if (hr == D3DERR_DEVICELOST)
437 					return false;
438 			}
439 
440 			if ((hr == D3DERR_DEVICENOTRESET) && !reset())
441 				return false;
442 		}
443 #endif
444 	}
445 
446 	DWORD flags = 0;
447 
448 	if (backBuffer)
449 		flags |= D3DCLEAR_TARGET;
450 
451 	if (zBuffer)
452 		flags |= D3DCLEAR_ZBUFFER;
453 
454 	if (Params.Stencilbuffer)
455 		flags |= D3DCLEAR_STENCIL;
456 
457 	if (flags)
458 	{
459 		hr = pID3DDevice->Clear( 0, NULL, flags, color.color, 1.0, 0);
460 		if (FAILED(hr))
461 			os::Printer::log("Direct3D8 clear failed.", ELL_WARNING);
462 	}
463 
464 	hr = pID3DDevice->BeginScene();
465 	if (FAILED(hr))
466 	{
467 		os::Printer::log("Direct3D8 begin scene failed.", ELL_WARNING);
468 		return false;
469 	}
470 
471 	return true;
472 }
473 
474 
475 //! applications must call this method after performing any rendering. returns false if failed.
endScene()476 bool CD3D8Driver::endScene()
477 {
478 	CNullDriver::endScene();
479 	DriverWasReset=false;
480 
481 	HRESULT hr = pID3DDevice->EndScene();
482 	if (FAILED(hr))
483 	{
484 		os::Printer::log("DIRECT3D8 end scene failed.", ELL_WARNING);
485 		return false;
486 	}
487 
488 	RECT* srcRct = 0;
489 	RECT sourceRectData;
490 	if ( SceneSourceRect)
491 	{
492 		srcRct = &sourceRectData;
493 		sourceRectData.left = SceneSourceRect->UpperLeftCorner.X;
494 		sourceRectData.top = SceneSourceRect->UpperLeftCorner.Y;
495 		sourceRectData.right = SceneSourceRect->LowerRightCorner.X;
496 		sourceRectData.bottom = SceneSourceRect->LowerRightCorner.Y;
497 	}
498 
499 	hr = pID3DDevice->Present(srcRct, NULL, WindowId, NULL);
500 
501 	if (SUCCEEDED(hr))
502 		return true;
503 
504 	if (hr == D3DERR_DEVICELOST)
505 	{
506 		DeviceLost = true;
507 		os::Printer::log("DIRECT3D8 device lost.", ELL_WARNING);
508 	}
509 	else
510 		os::Printer::log("DIRECT3D8 present failed.", ELL_WARNING);
511 	return false;
512 }
513 
514 
515 //! resets the device
reset()516 bool CD3D8Driver::reset()
517 {
518 	u32 i;
519 	os::Printer::log("Resetting D3D8 device.", ELL_INFORMATION);
520 
521 	for (i=0; i<Textures.size(); ++i)
522 	{
523 		if (Textures[i].Surface->isRenderTarget())
524 		{
525 			IDirect3DTexture8* tex = ((CD3D8Texture*)(Textures[i].Surface))->getDX8Texture();
526 			if (tex)
527 				tex->Release();
528 		}
529 	}
530 	DriverWasReset=true;
531 
532 	HRESULT hr = pID3DDevice->Reset(&present);
533 
534 	for (i=0; i<Textures.size(); ++i)
535 	{
536 		if (Textures[i].Surface->isRenderTarget())
537 			((CD3D8Texture*)(Textures[i].Surface))->createRenderTarget();
538 	}
539 
540 	if (FAILED(hr))
541 	{
542 		if (hr == D3DERR_DEVICELOST)
543 		{
544 			DeviceLost = true;
545 			os::Printer::log("Resetting failed due to device lost.", ELL_WARNING);
546 		}
547 		else
548 			os::Printer::log("Resetting failed.", ELL_WARNING);
549 		return false;
550 	}
551 
552 	DeviceLost = false;
553 	ResetRenderStates = true;
554 	LastVertexType = (E_VERTEX_TYPE)-1;
555 
556 	for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
557 		CurrentTexture[i] = 0;
558 
559 	setVertexShader(EVT_STANDARD);
560 	setRenderStates3DMode();
561 	setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
562 	setAmbientLight(AmbientLight);
563 
564 	return true;
565 }
566 
567 
568 //! queries the features of the driver, returns true if feature is available
queryFeature(E_VIDEO_DRIVER_FEATURE feature) const569 bool CD3D8Driver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
570 {
571 	if (!FeatureEnabled[feature])
572 		return false;
573 
574 	switch (feature)
575 	{
576 	case EVDF_RENDER_TO_TARGET:
577 	case EVDF_MULTITEXTURE:
578 	case EVDF_BILINEAR_FILTER:
579 		return true;
580 	case EVDF_HARDWARE_TL:
581 		return (Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0;
582 	case EVDF_MIP_MAP:
583 		return (Caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) != 0;
584 	case EVDF_STENCIL_BUFFER:
585 		return Params.Stencilbuffer && Caps.StencilCaps;
586 	case EVDF_VERTEX_SHADER_1_1:
587 		return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1);
588 	case EVDF_VERTEX_SHADER_2_0:
589 		return Caps.VertexShaderVersion >= D3DVS_VERSION(2,0);
590 	case EVDF_VERTEX_SHADER_3_0:
591 		return Caps.VertexShaderVersion >= D3DVS_VERSION(3,0);
592 	case EVDF_PIXEL_SHADER_1_1:
593 		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,1);
594 	case EVDF_PIXEL_SHADER_1_2:
595 		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,2);
596 	case EVDF_PIXEL_SHADER_1_3:
597 		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,3);
598 	case EVDF_PIXEL_SHADER_1_4:
599 		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,4);
600 	case EVDF_PIXEL_SHADER_2_0:
601 		return Caps.PixelShaderVersion >= D3DPS_VERSION(2,0);
602 	case EVDF_PIXEL_SHADER_3_0:
603 		return Caps.PixelShaderVersion >= D3DPS_VERSION(3,0);
604 	case EVDF_TEXTURE_NSQUARE:
605 		return (Caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) == 0;
606 	case EVDF_TEXTURE_NPOT:
607 		return (Caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
608 	case EVDF_COLOR_MASK:
609 		return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0;
610 	case EVDF_BLEND_OPERATIONS:
611 	case EVDF_TEXTURE_MATRIX:
612 		return true;
613 	default:
614 		return false;
615 	};
616 }
617 
618 
619 //! sets transformation
setTransform(E_TRANSFORMATION_STATE state,const core::matrix4 & mat)620 void CD3D8Driver::setTransform(E_TRANSFORMATION_STATE state,
621 		const core::matrix4& mat)
622 {
623 	switch(state)
624 	{
625 	case ETS_VIEW:
626 		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer()));
627 		Transformation3DChanged = true;
628 		break;
629 	case ETS_WORLD:
630 		pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer()));
631 		Transformation3DChanged = true;
632 		break;
633 	case ETS_PROJECTION:
634 		pID3DDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer()));
635 		Transformation3DChanged = true;
636 		break;
637 	case ETS_COUNT:
638 		return;
639 	default:
640 		if (state-ETS_TEXTURE_0 < MATERIAL_MAX_TEXTURES)
641 		{
642 			pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
643 			pID3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )),
644 				(D3DMATRIX*)((void*)mat.pointer()));
645 		}
646 		break;
647 	}
648 
649 	Matrices[state] = mat;
650 }
651 
652 
653 //! sets the current Texture
setActiveTexture(u32 stage,const video::ITexture * texture)654 bool CD3D8Driver::setActiveTexture(u32 stage, const video::ITexture* texture)
655 {
656 	if (CurrentTexture[stage] == texture)
657 		return true;
658 
659 	if (texture && (texture->getDriverType() != EDT_DIRECT3D8))
660 	{
661 		os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
662 		return false;
663 	}
664 
665 	CurrentTexture[stage] = texture;
666 
667 	if (!texture)
668 	{
669 		pID3DDevice->SetTexture(stage, 0);
670 		pID3DDevice->SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
671 	}
672 	else
673 	{
674 		pID3DDevice->SetTexture(stage, ((const CD3D8Texture*)texture)->getDX8Texture());
675 	}
676 	return true;
677 }
678 
679 
680 //! sets a material
setMaterial(const SMaterial & material)681 void CD3D8Driver::setMaterial(const SMaterial& material)
682 {
683 	Material = material;
684 	OverrideMaterial.apply(Material);
685 
686 	for (u32 i=0; i<MaxTextureUnits; ++i)
687 	{
688 		setActiveTexture(i, Material.getTexture(i));
689 		setTransform((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ),
690 				material.getTextureMatrix(i));
691 	}
692 }
693 
694 
695 //! returns a device dependent texture from a software surface (IImage)
createDeviceDependentTexture(IImage * surface,const io::path & name,void * mipmapData)696 video::ITexture* CD3D8Driver::createDeviceDependentTexture(IImage* surface,const io::path& name, void* mipmapData)
697 {
698 	return new CD3D8Texture(surface, this, TextureCreationFlags, name, mipmapData);
699 }
700 
701 
702 //! Enables or disables a texture creation flag.
setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag,bool enabled)703 void CD3D8Driver::setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag,
704 		bool enabled)
705 {
706 	if (flag == video::ETCF_CREATE_MIP_MAPS && !queryFeature(EVDF_MIP_MAP))
707 		enabled = false;
708 
709 	CNullDriver::setTextureCreationFlag(flag, enabled);
710 }
711 
712 
713 //! sets a render target
setRenderTarget(video::ITexture * texture,bool clearBackBuffer,bool clearZBuffer,SColor color)714 bool CD3D8Driver::setRenderTarget(video::ITexture* texture,
715 		bool clearBackBuffer, bool clearZBuffer, SColor color)
716 {
717 	// check for right driver type
718 
719 	if (texture && texture->getDriverType() != EDT_DIRECT3D8)
720 	{
721 		os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
722 		return false;
723 	}
724 
725 	// check for valid render target
726 
727 	CD3D8Texture* tex = (CD3D8Texture*)texture;
728 
729 	if (texture && !tex->isRenderTarget())
730 	{
731 		os::Printer::log("Fatal Error: Tried to set a non render target texture as render target.", ELL_ERROR);
732 		return false;
733 	}
734 
735 	if (texture && (tex->getSize().Width > ScreenSize.Width ||
736 		tex->getSize().Height > ScreenSize.Height ))
737 	{
738 		os::Printer::log("Error: Tried to set a render target texture which is bigger than the screen.", ELL_ERROR);
739 		return false;
740 	}
741 
742 	// check if we should set the previous RT back
743 
744 	bool ret = true;
745 
746 	if (tex == 0)
747 	{
748 		if (PrevRenderTarget)
749 		{
750 			IDirect3DSurface8* dss = 0;
751 			pID3DDevice->GetDepthStencilSurface(&dss);
752 
753 			if (FAILED(pID3DDevice->SetRenderTarget(PrevRenderTarget, dss)))
754 			{
755 				os::Printer::log("Error: Could not set back to previous render target.", ELL_ERROR);
756 				ret = false;
757 			}
758 
759 			if (dss)
760 				dss->Release();
761 
762 			CurrentRendertargetSize = core::dimension2d<u32>(0,0);
763 			PrevRenderTarget->Release();
764 			PrevRenderTarget = 0;
765 		}
766 	}
767 	else
768 	{
769 		// we want to set a new target. so do this.
770 
771 		// store previous target
772 
773 		if (!PrevRenderTarget && (FAILED(pID3DDevice->GetRenderTarget(&PrevRenderTarget))))
774 		{
775 			os::Printer::log("Could not get previous render target.", ELL_ERROR);
776 			return false;
777 		}
778 
779 		// set new render target
780 
781 		IDirect3DSurface8* dss = 0;
782 		pID3DDevice->GetDepthStencilSurface(&dss);
783 
784 		if (FAILED(pID3DDevice->SetRenderTarget(tex->getRenderTargetSurface(), dss)))
785 		{
786 			os::Printer::log("Error: Could not set render target.", ELL_ERROR);
787 			ret = false;
788 		}
789 
790 		if (dss)
791 			dss->Release();
792 
793 		CurrentRendertargetSize = tex->getSize();
794 	}
795 	Transformation3DChanged = true;
796 
797 	if (clearBackBuffer || clearZBuffer)
798 	{
799 		DWORD flags = 0;
800 
801 		if (clearBackBuffer)
802 			flags |= D3DCLEAR_TARGET;
803 
804 		if (clearZBuffer)
805 			flags |= D3DCLEAR_ZBUFFER;
806 
807 		pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0);
808 	}
809 
810 	return ret;
811 }
812 
813 
814 //! Creates a render target texture.
addRenderTargetTexture(const core::dimension2d<u32> & size,const io::path & name,const ECOLOR_FORMAT format)815 ITexture* CD3D8Driver::addRenderTargetTexture(
816 		const core::dimension2d<u32>& size, const io::path& name,
817 		const ECOLOR_FORMAT format)
818 {
819 	CD3D8Texture* tex = new CD3D8Texture(this, size, name);
820 	if (tex)
821 	{
822 		if (!tex->Texture)
823 		{
824 			tex->drop();
825 			return 0;
826 		}
827 		addTexture(tex);
828 		tex->drop();
829 	}
830 	return tex;
831 }
832 
833 
834 //! sets a viewport
setViewPort(const core::rect<s32> & area)835 void CD3D8Driver::setViewPort(const core::rect<s32>& area)
836 {
837 	core::rect<s32> vp(area);
838 	core::rect<s32> rendert(0,0, ScreenSize.Width, ScreenSize.Height);
839 	vp.clipAgainst(rendert);
840 
841 	D3DVIEWPORT8 viewPort;
842 	viewPort.X = vp.UpperLeftCorner.X;
843 	viewPort.Y = vp.UpperLeftCorner.Y;
844 	viewPort.Width = vp.getWidth();
845 	viewPort.Height = vp.getHeight();
846 	viewPort.MinZ = 0.0f;
847 	viewPort.MaxZ = 1.0f;
848 
849 	HRESULT hr = D3DERR_INVALIDCALL;
850 	if (vp.getHeight()>0 && vp.getWidth()>0)
851 		hr = pID3DDevice->SetViewport(&viewPort);
852 
853 	if (FAILED(hr))
854 		os::Printer::log("Failed setting the viewport.", ELL_WARNING);
855 
856 	ViewPort = vp;
857 }
858 
859 
860 //! gets the area of the current viewport
getViewPort() const861 const core::rect<s32>& CD3D8Driver::getViewPort() const
862 {
863 	return ViewPort;
864 }
865 
866 
867 //! draws a vertex primitive list
drawVertexPrimitiveList(const void * vertices,u32 vertexCount,const void * indexList,u32 primitiveCount,E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,E_INDEX_TYPE iType)868 void CD3D8Driver::drawVertexPrimitiveList(const void* vertices,
869 		u32 vertexCount, const void* indexList, u32 primitiveCount,
870 		E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
871 		E_INDEX_TYPE iType)
872 {
873 	if (!checkPrimitiveCount(primitiveCount))
874 		return;
875 
876 	CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
877 
878 	if (!vertexCount || !primitiveCount)
879 		return;
880 
881 	draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
882 		vType, pType, iType, true);
883 }
884 
885 
886 //! draws a vertex primitive list in 2d
draw2DVertexPrimitiveList(const void * vertices,u32 vertexCount,const void * indexList,u32 primitiveCount,E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,E_INDEX_TYPE iType)887 void CD3D8Driver::draw2DVertexPrimitiveList(const void* vertices,
888 		u32 vertexCount, const void* indexList, u32 primitiveCount,
889 		E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
890 		E_INDEX_TYPE iType)
891 {
892 	if (!checkPrimitiveCount(primitiveCount))
893 		return;
894 
895 	CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
896 
897 	if (!vertexCount || !primitiveCount)
898 		return;
899 
900 	draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
901 		vType, pType, iType, false);
902 }
903 
904 
draw2D3DVertexPrimitiveList(const void * vertices,u32 vertexCount,const void * indexList,u32 primitiveCount,E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,E_INDEX_TYPE iType,bool is3D)905 void CD3D8Driver::draw2D3DVertexPrimitiveList(const void* vertices,
906 		u32 vertexCount, const void* indexList, u32 primitiveCount,
907 		E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
908 		E_INDEX_TYPE iType, bool is3D)
909 {
910 	setVertexShader(vType);
911 
912 	const u32 stride = getVertexPitchFromType(vType);
913 
914 	D3DFORMAT indexType=D3DFMT_UNKNOWN;
915 	switch (iType)
916 	{
917 		case (EIT_16BIT):
918 		{
919 			indexType=D3DFMT_INDEX16;
920 			break;
921 		}
922 		case (EIT_32BIT):
923 		{
924 			indexType=D3DFMT_INDEX32;
925 			break;
926 		}
927 	}
928 
929 	if (is3D)
930 	{
931 		if (!setRenderStates3DMode())
932 			return;
933 	}
934 	else
935 	{
936 		if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
937 		{
938 			E_BLEND_FACTOR srcFact;
939 			E_BLEND_FACTOR dstFact;
940 			E_MODULATE_FUNC modulo;
941 			u32 alphaSource;
942 			unpack_textureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
943 			setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
944 		}
945 		else
946 			setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
947 	}
948 
949 	switch (pType)
950 	{
951 		case scene::EPT_POINT_SPRITES:
952 		case scene::EPT_POINTS:
953 		{
954 			f32 tmp=Material.Thickness/getScreenSize().Height;
955 			if (pType==scene::EPT_POINT_SPRITES)
956 				pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
957 			pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
958 			pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *(DWORD*)(&tmp));
959 			tmp=1.0f;
960 			pID3DDevice->SetRenderState(D3DRS_POINTSCALE_A, *(DWORD*)(&tmp));
961 			pID3DDevice->SetRenderState(D3DRS_POINTSCALE_B, *(DWORD*)(&tmp));
962 			pID3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, *(DWORD*)(&tmp));
963 			tmp=0.0f;
964 			pID3DDevice->SetRenderState(D3DRS_POINTSCALE_C, *(DWORD*)(&tmp));
965 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_POINTLIST, 0, vertexCount,
966 				primitiveCount, indexList, indexType, vertices, stride);
967 			pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
968 			if (pType==scene::EPT_POINT_SPRITES)
969 				pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
970 		}
971 		break;
972 		case scene::EPT_LINE_STRIP:
973 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
974 				primitiveCount, indexList, indexType, vertices, stride);
975 		break;
976 		case scene::EPT_LINE_LOOP:
977 		{
978 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
979 				primitiveCount - 1, indexList, indexType, vertices, stride);
980 			u16 tmpIndices[] = {primitiveCount - 1, 0};
981 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
982 				1, tmpIndices, indexType, vertices, stride);
983 		}
984 		break;
985 		case scene::EPT_LINES:
986 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
987 				primitiveCount, indexList, indexType, vertices, stride);
988 		break;
989 		case scene::EPT_TRIANGLE_STRIP:
990 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP, 0, vertexCount,
991 				primitiveCount, indexList, indexType, vertices, stride);
992 		break;
993 		case scene::EPT_TRIANGLE_FAN:
994 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLEFAN, 0, vertexCount,
995 				primitiveCount, indexList, indexType, vertices, stride);
996 		break;
997 		case scene::EPT_TRIANGLES:
998 			pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vertexCount,
999 				primitiveCount, indexList, indexType, vertices, stride);
1000 		break;
1001 	}
1002 }
1003 
1004 
1005 //! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
draw2DImage(const video::ITexture * texture,const core::position2d<s32> & pos,const core::rect<s32> & sourceRect,const core::rect<s32> * clipRect,SColor color,bool useAlphaChannelOfTexture)1006 void CD3D8Driver::draw2DImage(const video::ITexture* texture,
1007 		const core::position2d<s32>& pos,
1008 		const core::rect<s32>& sourceRect,
1009 		const core::rect<s32>* clipRect, SColor color,
1010 		bool useAlphaChannelOfTexture)
1011 {
1012 	if (!texture)
1013 		return;
1014 
1015 	if (!sourceRect.isValid())
1016 		return;
1017 
1018 	if (!setActiveTexture(0, texture))
1019 		return;
1020 
1021 	core::position2d<s32> targetPos = pos;
1022 	core::position2d<s32> sourcePos = sourceRect.UpperLeftCorner;
1023 	// This needs to be signed as it may go negative.
1024 	core::dimension2d<s32> sourceSize(sourceRect.getSize());
1025 	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1026 
1027 	if (clipRect)
1028 	{
1029 		if (targetPos.X < clipRect->UpperLeftCorner.X)
1030 		{
1031 			sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
1032 			if (sourceSize.Width <= 0)
1033 				return;
1034 
1035 			sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
1036 			targetPos.X = clipRect->UpperLeftCorner.X;
1037 		}
1038 
1039 		if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
1040 		{
1041 			sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
1042 			if (sourceSize.Width <= 0)
1043 				return;
1044 		}
1045 
1046 		if (targetPos.Y < clipRect->UpperLeftCorner.Y)
1047 		{
1048 			sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
1049 			if (sourceSize.Height <= 0)
1050 				return;
1051 
1052 			sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
1053 			targetPos.Y = clipRect->UpperLeftCorner.Y;
1054 		}
1055 
1056 		if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
1057 		{
1058 			sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
1059 			if (sourceSize.Height <= 0)
1060 				return;
1061 		}
1062 	}
1063 
1064 	// clip these coordinates
1065 
1066 	if (targetPos.X<0)
1067 	{
1068 		sourceSize.Width += targetPos.X;
1069 		if (sourceSize.Width <= 0)
1070 			return;
1071 
1072 		sourcePos.X -= targetPos.X;
1073 		targetPos.X = 0;
1074 	}
1075 
1076 	if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
1077 	{
1078 		sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
1079 		if (sourceSize.Width <= 0)
1080 			return;
1081 	}
1082 
1083 	if (targetPos.Y<0)
1084 	{
1085 		sourceSize.Height += targetPos.Y;
1086 		if (sourceSize.Height <= 0)
1087 			return;
1088 
1089 		sourcePos.Y -= targetPos.Y;
1090 		targetPos.Y = 0;
1091 	}
1092 
1093 	if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
1094 	{
1095 		sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
1096 		if (sourceSize.Height <= 0)
1097 			return;
1098 	}
1099 
1100 	// ok, we've clipped everything.
1101 	// now draw it.
1102 
1103 	core::rect<f32> tcoords;
1104 	tcoords.UpperLeftCorner.X = (f32)sourcePos.X / texture->getOriginalSize().Width ;
1105 	tcoords.UpperLeftCorner.Y = (f32)sourcePos.Y / texture->getOriginalSize().Height;
1106 	tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + (f32)sourceSize.Width / texture->getOriginalSize().Width;
1107 	tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + (f32)sourceSize.Height / texture->getOriginalSize().Height;
1108 
1109 	const core::rect<s32> poss(targetPos, sourceSize);
1110 
1111 	setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
1112 
1113 	S3DVertex vtx[4];
1114 	vtx[0] = S3DVertex((f32)poss.UpperLeftCorner.X,
1115 			(f32)poss.UpperLeftCorner.Y, 0.0f,
1116 			0.0f, 0.0f, 0.0f, color,
1117 			tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
1118 	vtx[1] = S3DVertex((f32)poss.LowerRightCorner.X,
1119 			(f32)poss.UpperLeftCorner.Y, 0.0f,
1120 			0.0f, 0.0f, 0.0f, color,
1121 			tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
1122 	vtx[2] = S3DVertex((f32)poss.LowerRightCorner.X,
1123 			(f32)poss.LowerRightCorner.Y, 0.0f,
1124 			0.0f, 0.0f, 0.0f, color,
1125 			tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
1126 	vtx[3] = S3DVertex((f32)poss.UpperLeftCorner.X,
1127 			(f32)poss.LowerRightCorner.Y, 0.0f,
1128 			0.0f, 0.0f, 0.0f, color,
1129 			tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
1130 
1131 	const s16 indices[6] = {0,1,2,0,2,3};
1132 
1133 	setVertexShader(EVT_STANDARD);
1134 
1135 	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
1136 			D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
1137 }
1138 
1139 
draw2DImage(const video::ITexture * texture,const core::rect<s32> & destRect,const core::rect<s32> & sourceRect,const core::rect<s32> * clipRect,const video::SColor * const colors,bool useAlphaChannelOfTexture)1140 void CD3D8Driver::draw2DImage(const video::ITexture* texture,
1141 		const core::rect<s32>& destRect,
1142 		const core::rect<s32>& sourceRect,
1143 		const core::rect<s32>* clipRect,
1144 		const video::SColor* const colors,
1145 		bool useAlphaChannelOfTexture)
1146 {
1147 	if(!texture)
1148 		return;
1149 
1150 	const core::dimension2d<u32>& ss = texture->getOriginalSize();
1151 	core::rect<f32> tcoords;
1152 	tcoords.UpperLeftCorner.X = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width;
1153 	tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height;
1154 	tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width;
1155 	tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height;
1156 
1157 	core::rect<s32> clippedRect(destRect);
1158 	if (clipRect)
1159 	{
1160 		clippedRect.clipAgainst(*clipRect);
1161 
1162 		//tcoords must be clipped by the same factors
1163 		const f32 tcWidth = tcoords.getWidth();
1164 		const f32 tcHeight = tcoords.getHeight();
1165 
1166 		const f32 invDestRectWidth = 1.f / (f32)(destRect.getWidth());
1167 		f32 scale = (f32)(clippedRect.UpperLeftCorner.X - destRect.UpperLeftCorner.X) * invDestRectWidth;
1168 		tcoords.UpperLeftCorner.X += scale * tcWidth;
1169 		scale = (f32)(destRect.LowerRightCorner.X - clippedRect.LowerRightCorner.X) * invDestRectWidth;
1170 		tcoords.LowerRightCorner.X -= scale * tcWidth;
1171 
1172 		const f32 invDestRectHeight = 1.f / (f32)(destRect.getHeight());
1173 		scale = (f32)(clippedRect.UpperLeftCorner.Y - destRect.UpperLeftCorner.Y) * invDestRectHeight;
1174 		tcoords.UpperLeftCorner.Y += scale * tcHeight;
1175 		scale = (f32)(destRect.LowerRightCorner.Y - clippedRect.LowerRightCorner.Y) * invDestRectHeight;
1176 		tcoords.LowerRightCorner.Y -= scale * tcHeight;
1177 	}
1178 
1179 	const video::SColor temp[4] =
1180 	{
1181 		0xFFFFFFFF,
1182 		0xFFFFFFFF,
1183 		0xFFFFFFFF,
1184 		0xFFFFFFFF
1185 	};
1186 
1187 	const video::SColor* const useColor = colors ? colors : temp;
1188 
1189 	S3DVertex vtx[4]; // clock wise
1190 	vtx[0] = S3DVertex((f32)clippedRect.UpperLeftCorner.X, (f32)clippedRect.UpperLeftCorner.Y, 0.0f,
1191 			0.0f, 0.0f, 0.0f, useColor[0],
1192 			tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
1193 	vtx[1] = S3DVertex((f32)clippedRect.LowerRightCorner.X, (f32)clippedRect.UpperLeftCorner.Y, 0.0f,
1194 			0.0f, 0.0f, 0.0f, useColor[3],
1195 			tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
1196 	vtx[2] = S3DVertex((f32)clippedRect.LowerRightCorner.X, (f32)clippedRect.LowerRightCorner.Y, 0.0f,
1197 			0.0f, 0.0f, 0.0f, useColor[2],
1198 			tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
1199 	vtx[3] = S3DVertex((f32)clippedRect.UpperLeftCorner.X, (f32)clippedRect.LowerRightCorner.Y, 0.0f,
1200 			0.0f, 0.0f, 0.0f, useColor[1],
1201 			tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
1202 
1203 	const s16 indices[6] = {0,1,2,0,2,3};
1204 
1205 	setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
1206 			useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
1207 			true, useAlphaChannelOfTexture);
1208 
1209 	setActiveTexture(0, texture);
1210 
1211 	setVertexShader(EVT_STANDARD);
1212 
1213 	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
1214 		D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
1215 }
1216 
1217 
1218 //!Draws an 2d rectangle with a gradient.
draw2DRectangle(const core::rect<s32> & position,SColor colorLeftUp,SColor colorRightUp,SColor colorLeftDown,SColor colorRightDown,const core::rect<s32> * clip)1219 void CD3D8Driver::draw2DRectangle(const core::rect<s32>& position,
1220 		SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown,
1221 		SColor colorRightDown, const core::rect<s32>* clip)
1222 {
1223 	core::rect<s32> pos(position);
1224 
1225 	if (clip)
1226 		pos.clipAgainst(*clip);
1227 
1228 	if (!pos.isValid())
1229 		return;
1230 
1231 	S3DVertex vtx[4];
1232 	vtx[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
1233 			0.0f, 0.0f, 0.0f, colorLeftUp, 0.0f, 0.0f);
1234 	vtx[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
1235 			0.0f, 0.0f, 0.0f, colorRightUp, 0.0f, 1.0f);
1236 	vtx[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
1237 			0.0f, 0.0f, 0.0f, colorRightDown, 1.0f, 0.0f);
1238 	vtx[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
1239 			0.0f, 0.0f, 0.0f, colorLeftDown, 1.0f, 1.0f);
1240 
1241 	const s16 indices[6] = {0,1,2,0,2,3};
1242 
1243 	setRenderStates2DMode(
1244 		colorLeftUp.getAlpha() < 255 ||
1245 		colorRightUp.getAlpha() < 255 ||
1246 		colorLeftDown.getAlpha() < 255 ||
1247 		colorRightDown.getAlpha() < 255, false, false);
1248 
1249 	setActiveTexture(0,0);
1250 
1251 	setVertexShader(EVT_STANDARD);
1252 
1253 	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
1254 		D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
1255 }
1256 
1257 
1258 //! Draws a 2d line.
draw2DLine(const core::position2d<s32> & start,const core::position2d<s32> & end,SColor color)1259 void CD3D8Driver::draw2DLine(const core::position2d<s32>& start,
1260 					const core::position2d<s32>& end,
1261 					SColor color)
1262 {
1263 	if (start==end)
1264 		drawPixel(start.X, start.Y, color);
1265 	else
1266 	{
1267 		// thanks to Vash TheStampede who sent in his implementation
1268 		S3DVertex vtx[2];
1269 		vtx[0] = S3DVertex((f32)start.X+0.375f, (f32)start.Y+0.375f, 0.0f,
1270 						0.0f, 0.0f, 0.0f, // normal
1271 						color, 0.0f, 0.0f); // texture
1272 
1273 		vtx[1] = S3DVertex((f32)end.X+0.375f, (f32)end.Y+0.375f, 0.0f,
1274 						0.0f, 0.0f, 0.0f,
1275 						color, 0.0f, 0.0f);
1276 
1277 		setRenderStates2DMode(color.getAlpha() < 255, false, false);
1278 		setActiveTexture(0,0);
1279 
1280 		setVertexShader(EVT_STANDARD);
1281 
1282 		pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, &vtx[0], sizeof(S3DVertex));
1283 	}
1284 }
1285 
1286 
1287 //! Draws a pixel
drawPixel(u32 x,u32 y,const SColor & color)1288 void CD3D8Driver::drawPixel(u32 x, u32 y, const SColor & color)
1289 {
1290 	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1291 	if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
1292 		return;
1293 
1294 	setRenderStates2DMode(color.getAlpha() < 255, false, false);
1295 	setActiveTexture(0,0);
1296 
1297 	setVertexShader(EVT_STANDARD);
1298 
1299 	S3DVertex vertex((f32)x+0.375f, (f32)y+0.375f, 0.f, 0.f, 0.f, 0.f, color, 0.f, 0.f);
1300 
1301 	pID3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &vertex, sizeof(vertex));
1302 }
1303 
1304 
1305 //! sets right vertex shader
setVertexShader(E_VERTEX_TYPE newType)1306 void CD3D8Driver::setVertexShader(E_VERTEX_TYPE newType)
1307 {
1308 	// Because we don't know if a vertex shader was set in a material instead of a
1309 	// fvf, this call cannot be prevented in D3D8.
1310 	//if (newType != LastVertexType)
1311 	{
1312 		LastVertexType = newType;
1313 		HRESULT hr = 0;
1314 
1315 		switch(newType)
1316 		{
1317 		case EVT_STANDARD:
1318 			hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1);
1319 			break;
1320 		case EVT_2TCOORDS:
1321 			hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2);
1322 			break;
1323 		case EVT_TANGENTS:
1324 			hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3 |
1325 				D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
1326 				D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord 2 for tangent
1327 				D3DFVF_TEXCOORDSIZE3(2)   // misuse texture coord 3 for binormal
1328 				);
1329 			break;
1330 		}
1331 
1332 		if (FAILED(hr))
1333 		{
1334 			os::Printer::log("Could not set vertex Shader.", ELL_ERROR);
1335 			return;
1336 		}
1337 	}
1338 }
1339 
1340 
1341 //! sets the needed renderstates
setRenderStates3DMode()1342 bool CD3D8Driver::setRenderStates3DMode()
1343 {
1344 	if (!pID3DDevice)
1345 		return false;
1346 
1347 	if (CurrentRenderMode != ERM_3D)
1348 	{
1349 		// switch back the matrices
1350 		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
1351 		pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
1352 		pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
1353 
1354 		pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1355 
1356 		ResetRenderStates = true;
1357 	}
1358 
1359 	if (ResetRenderStates || LastMaterial != Material)
1360 	{
1361 		// unset old material
1362 
1363 		if (CurrentRenderMode == ERM_3D &&
1364 			LastMaterial.MaterialType != Material.MaterialType &&
1365 			LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size())
1366 			MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
1367 
1368 		// set new material.
1369 
1370 		if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
1371 			MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
1372 				Material, LastMaterial, ResetRenderStates, this);
1373 	}
1374 
1375 	bool shaderOK = true;
1376 
1377 	if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
1378 		shaderOK = MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, LastVertexType);
1379 
1380 	LastMaterial = Material;
1381 
1382 	ResetRenderStates = false;
1383 
1384 	CurrentRenderMode = ERM_3D;
1385 
1386 	return shaderOK;
1387 }
1388 
1389 
1390 //! Map Irrlicht texture wrap mode to native values
getTextureWrapMode(const u8 clamp)1391 D3DTEXTUREADDRESS CD3D8Driver::getTextureWrapMode(const u8 clamp)
1392 {
1393 	switch (clamp)
1394 	{
1395 		case ETC_REPEAT:
1396 			if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_WRAP)
1397 				return D3DTADDRESS_WRAP;
1398 		case ETC_CLAMP:
1399 		case ETC_CLAMP_TO_EDGE:
1400 			if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_CLAMP)
1401 				return D3DTADDRESS_CLAMP;
1402 		case ETC_MIRROR:
1403 			if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRROR)
1404 				return D3DTADDRESS_MIRROR;
1405 		case ETC_CLAMP_TO_BORDER:
1406 			if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
1407 				return D3DTADDRESS_BORDER;
1408 			else
1409 				return D3DTADDRESS_CLAMP;
1410 		case ETC_MIRROR_CLAMP:
1411 		case ETC_MIRROR_CLAMP_TO_EDGE:
1412 		case ETC_MIRROR_CLAMP_TO_BORDER:
1413 			if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRRORONCE)
1414 				return D3DTADDRESS_MIRRORONCE;
1415 			else
1416 				return D3DTADDRESS_CLAMP;
1417 		default:
1418 			return D3DTADDRESS_WRAP;
1419 	}
1420 }
1421 
1422 
1423 //! Can be called by an IMaterialRenderer to make its work easier.
setBasicRenderStates(const SMaterial & material,const SMaterial & lastmaterial,bool resetAllRenderstates)1424 void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
1425 	bool resetAllRenderstates)
1426 {
1427 	if (resetAllRenderstates ||
1428 		lastmaterial.AmbientColor != material.AmbientColor ||
1429 		lastmaterial.DiffuseColor != material.DiffuseColor ||
1430 		lastmaterial.SpecularColor != material.SpecularColor ||
1431 		lastmaterial.EmissiveColor != material.EmissiveColor ||
1432 		lastmaterial.Shininess != material.Shininess)
1433 	{
1434 		D3DMATERIAL8 mat;
1435 		mat.Diffuse = colorToD3D(material.DiffuseColor);
1436 		mat.Ambient = colorToD3D(material.AmbientColor);
1437 		mat.Specular = colorToD3D(material.SpecularColor);
1438 		mat.Emissive = colorToD3D(material.EmissiveColor);
1439 		mat.Power = material.Shininess;
1440 		pID3DDevice->SetMaterial(&mat);
1441 	}
1442 
1443 	if (lastmaterial.ColorMaterial != material.ColorMaterial)
1444 	{
1445 		pID3DDevice->SetRenderState(D3DRS_COLORVERTEX, (material.ColorMaterial != ECM_NONE));
1446 		pID3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,
1447 			((material.ColorMaterial == ECM_DIFFUSE)||
1448 			(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
1449 		pID3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,
1450 			((material.ColorMaterial == ECM_AMBIENT)||
1451 			(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
1452 		pID3DDevice->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE,
1453 			(material.ColorMaterial == ECM_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
1454 		pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE,
1455 			(material.ColorMaterial == ECM_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
1456 	}
1457 
1458 	// fillmode
1459 	if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
1460 	{
1461 		if (material.Wireframe)
1462 			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
1463 		else
1464 		if (material.PointCloud)
1465 			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
1466 		else
1467 			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1468 	}
1469 
1470 	// shademode
1471 	if (resetAllRenderstates || lastmaterial.GouraudShading != material.GouraudShading)
1472 	{
1473 		if (material.GouraudShading)
1474 			pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
1475 		else
1476 			pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
1477 	}
1478 
1479 	// lighting
1480 	if (resetAllRenderstates || lastmaterial.Lighting != material.Lighting)
1481 	{
1482 		if (material.Lighting)
1483 			pID3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
1484 		else
1485 			pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
1486 	}
1487 
1488 	// zbuffer
1489 	if (resetAllRenderstates || lastmaterial.ZBuffer != material.ZBuffer)
1490 	{
1491 		switch (material.ZBuffer)
1492 		{
1493 		case ECFN_NEVER:
1494 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1495 			break;
1496 		case ECFN_LESSEQUAL:
1497 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1498 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1499 			break;
1500 		case ECFN_EQUAL:
1501 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1502 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
1503 			break;
1504 		case ECFN_LESS:
1505 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1506 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
1507 			break;
1508 		case ECFN_NOTEQUAL:
1509 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1510 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_NOTEQUAL);
1511 			break;
1512 		case ECFN_GREATEREQUAL:
1513 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1514 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
1515 			break;
1516 		case ECFN_GREATER:
1517 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1518 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
1519 			break;
1520 		case ECFN_ALWAYS:
1521 			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1522 			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1523 			break;
1524 		}
1525 	}
1526 
1527 	// zwrite
1528 //	if (resetAllRenderstates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
1529 	{
1530 		if (material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()))
1531 			pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
1532 		else
1533 			pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE);
1534 	}
1535 
1536 	// back face culling
1537 	if (resetAllRenderstates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
1538 	{
1539 //		if (material.FrontfaceCulling && material.BackfaceCulling)
1540 //			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW|D3DCULL_CCW);
1541 //		else
1542 		if (material.FrontfaceCulling)
1543 			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
1544 		else
1545 		if (material.BackfaceCulling)
1546 			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
1547 		else
1548 			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1549 	}
1550 
1551 	// fog
1552 	if (resetAllRenderstates || lastmaterial.FogEnable != material.FogEnable)
1553 	{
1554 		pID3DDevice->SetRenderState(D3DRS_FOGENABLE, material.FogEnable);
1555 	}
1556 
1557 	// specular highlights
1558 	if (resetAllRenderstates || !core::equals(lastmaterial.Shininess, material.Shininess))
1559 	{
1560 		bool enable = (material.Shininess!=0);
1561 		pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable);
1562 		pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, enable);
1563 		pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
1564 	}
1565 
1566 	// normalization
1567 	if (resetAllRenderstates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
1568 	{
1569 		pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, material.NormalizeNormals);
1570 	}
1571 
1572 	// Color Mask
1573 	if (queryFeature(EVDF_COLOR_MASK) &&
1574 		(resetAllRenderstates || lastmaterial.ColorMask != material.ColorMask))
1575 	{
1576 		const DWORD flag =
1577 			((material.ColorMask & ECP_RED)?D3DCOLORWRITEENABLE_RED:0) |
1578 			((material.ColorMask & ECP_GREEN)?D3DCOLORWRITEENABLE_GREEN:0) |
1579 			((material.ColorMask & ECP_BLUE)?D3DCOLORWRITEENABLE_BLUE:0) |
1580 			((material.ColorMask & ECP_ALPHA)?D3DCOLORWRITEENABLE_ALPHA:0);
1581 		pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, flag);
1582 	}
1583 
1584 	if (queryFeature(EVDF_BLEND_OPERATIONS) &&
1585 		(resetAllRenderstates|| lastmaterial.BlendOperation != material.BlendOperation))
1586 	{
1587 		if (material.BlendOperation==EBO_NONE)
1588 			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1589 		else
1590 		{
1591 			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
1592 			switch (material.BlendOperation)
1593 			{
1594 			case EBO_MAX:
1595 			case EBO_MAX_FACTOR:
1596 			case EBO_MAX_ALPHA:
1597 				pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MAX);
1598 				break;
1599 			case EBO_MIN:
1600 			case EBO_MIN_FACTOR:
1601 			case EBO_MIN_ALPHA:
1602 				pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MIN);
1603 				break;
1604 			case EBO_SUBTRACT:
1605 				pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
1606 				break;
1607 			case EBO_REVSUBTRACT:
1608 				pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
1609 				break;
1610 			default:
1611 				pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
1612 				break;
1613 			}
1614 		}
1615 	}
1616 
1617 	// Polygon offset
1618 	if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderstates ||
1619 		lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
1620 		lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor))
1621 	{
1622 		pID3DDevice->SetRenderState(D3DRS_ZBIAS, material.PolygonOffsetFactor);
1623 	}
1624 
1625 	// thickness
1626 	if (resetAllRenderstates || lastmaterial.Thickness != material.Thickness)
1627 	{
1628 		pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&material.Thickness));
1629 	}
1630 
1631 	// texture address mode
1632 	for (u32 st=0; st<MaxTextureUnits; ++st)
1633 	{
1634 		if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias)
1635 		{
1636 			const float tmp = material.TextureLayer[st].LODBias * 0.125f;
1637 			pID3DDevice->SetTextureStageState(st, D3DTSS_MIPMAPLODBIAS, *(DWORD*)(&tmp));
1638 		}
1639 
1640 		if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapU != material.TextureLayer[st].TextureWrapU)
1641 			pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSU, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
1642 		// If separate UV not supported reuse U for V
1643 		if (!(Caps.TextureAddressCaps & D3DPTADDRESSCAPS_INDEPENDENTUV))
1644 			pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
1645 		else if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapV != material.TextureLayer[st].TextureWrapV)
1646 			pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapV));
1647 
1648 		// Bilinear and/or trilinear
1649 		if (resetAllRenderstates ||
1650 			lastmaterial.TextureLayer[st].BilinearFilter != material.TextureLayer[st].BilinearFilter ||
1651 			lastmaterial.TextureLayer[st].TrilinearFilter != material.TextureLayer[st].TrilinearFilter ||
1652 			lastmaterial.TextureLayer[st].AnisotropicFilter != material.TextureLayer[st].AnisotropicFilter ||
1653 			lastmaterial.UseMipMaps != material.UseMipMaps)
1654 		{
1655 			if (material.TextureLayer[st].BilinearFilter || material.TextureLayer[st].TrilinearFilter || material.TextureLayer[st].AnisotropicFilter>1)
1656 			{
1657 				const D3DTEXTUREFILTERTYPE tftMag = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) &&
1658 						material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
1659 				const D3DTEXTUREFILTERTYPE tftMin = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) &&
1660 						material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
1661 				const D3DTEXTUREFILTERTYPE tftMip = material.UseMipMaps? (material.TextureLayer[st].TrilinearFilter ? D3DTEXF_LINEAR : D3DTEXF_POINT) : D3DTEXF_NONE;
1662 
1663 				if (tftMag==D3DTEXF_ANISOTROPIC || tftMin == D3DTEXF_ANISOTROPIC)
1664 					pID3DDevice->SetTextureStageState(st, D3DTSS_MAXANISOTROPY, core::min_((DWORD)material.TextureLayer[st].AnisotropicFilter, Caps.MaxAnisotropy));
1665 				pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, tftMag);
1666 				pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, tftMin);
1667 				pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, tftMip);
1668 			}
1669 			else
1670 			{
1671 				pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, D3DTEXF_POINT);
1672 				pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, D3DTEXF_NONE);
1673 				pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1674 			}
1675 		}
1676 	}
1677 }
1678 
1679 
1680 //! sets the needed renderstates
setRenderStatesStencilShadowMode(bool zfail,u32 debugDataVisible)1681 void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible)
1682 {
1683 	if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
1684 		CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
1685 		Transformation3DChanged)
1686 	{
1687 		// unset last 3d material
1688 		if (CurrentRenderMode == ERM_3D &&
1689 			static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
1690 		{
1691 			MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
1692 			ResetRenderStates = true;
1693 		}
1694 		// switch back the matrices
1695 		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
1696 		pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
1697 		pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
1698 
1699 		Transformation3DChanged = false;
1700 
1701 		setActiveTexture(0,0);
1702 		setActiveTexture(1,0);
1703 		setActiveTexture(2,0);
1704 		setActiveTexture(3,0);
1705 
1706 		pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
1707 
1708 		pID3DDevice->SetVertexShader(D3DFVF_XYZ);
1709 		LastVertexType = (video::E_VERTEX_TYPE)(-1);
1710 
1711 		pID3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1712 		pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1713 		pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
1714 		//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
1715 		//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1716 
1717 		pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1718 		pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x0);
1719 		pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);
1720 		pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);
1721 		if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
1722 			pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1723 		if ((debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY))
1724 			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
1725 	}
1726 
1727 	if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
1728 	{
1729 		// USE THE ZPASS METHOD
1730 		pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
1731 		pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
1732 		pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
1733 	}
1734 	else
1735 	if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
1736 	{
1737 		// USE THE ZFAIL METHOD
1738 		pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
1739 		pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
1740 		pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
1741 	}
1742 
1743 	CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
1744 }
1745 
1746 
1747 //! sets the needed renderstates
setRenderStatesStencilFillMode(bool alpha)1748 void CD3D8Driver::setRenderStatesStencilFillMode(bool alpha)
1749 {
1750 	if (CurrentRenderMode != ERM_STENCIL_FILL || Transformation3DChanged)
1751 	{
1752 		pID3DDevice->SetTransform(D3DTS_VIEW, &UnitMatrixD3D8);
1753 		pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
1754 		pID3DDevice->SetTransform(D3DTS_PROJECTION, &UnitMatrixD3D8);
1755 
1756 		pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1757 		pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
1758 		pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
1759 
1760 		pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1761 		pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
1762 		pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
1763 		pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
1764 		pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
1765 		pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
1766 
1767 		pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1 );
1768 		pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
1769 		//pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL);
1770 		pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
1771 		pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
1772 		pID3DDevice->SetRenderState( D3DRS_STENCILMASK,      0xffffffff );
1773 		pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
1774 
1775 		pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
1776 
1777 		Transformation3DChanged = false;
1778 
1779 		if (alpha)
1780 		{
1781 			pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
1782 			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
1783 			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
1784 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_SELECTARG1);
1785 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
1786 			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
1787 			pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1788 			pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
1789 		}
1790 		else
1791 		{
1792 			pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
1793 			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
1794 			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
1795 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_DISABLE);
1796 			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1797 		}
1798 	}
1799 
1800 	CurrentRenderMode = ERM_STENCIL_FILL;
1801 }
1802 
1803 
1804 //! sets the needed renderstates
setRenderStates2DMode(bool alpha,bool texture,bool alphaChannel)1805 void CD3D8Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
1806 {
1807 	if (!pID3DDevice)
1808 		return;
1809 
1810 	if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
1811 	{
1812 		// unset last 3d material
1813 		if (CurrentRenderMode == ERM_3D)
1814 		{
1815 			if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
1816 				MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
1817 		}
1818 		if (!OverrideMaterial2DEnabled)
1819 		{
1820 			setBasicRenderStates(InitMaterial2D, LastMaterial, true);
1821 			LastMaterial=InitMaterial2D;
1822 
1823 			// fix everything that is wrongly set by SMaterial default
1824 			pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1825 			pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
1826 			pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
1827 			pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
1828 			pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
1829 			pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
1830 
1831 			pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
1832 
1833 		}
1834 		pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
1835 		core::matrix4 m;
1836 		m.setTranslation(core::vector3df(-0.5f,-0.5f,0));
1837 		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)m.pointer()));
1838 
1839 		const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1840 		m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0, 1.0);
1841 		m.setTranslation(core::vector3df(-1,1,0));
1842 		pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)m.pointer()));
1843 
1844 		Transformation3DChanged = false;
1845 	}
1846 	if (OverrideMaterial2DEnabled)
1847 	{
1848 		OverrideMaterial2D.Lighting=false;
1849 		setBasicRenderStates(OverrideMaterial2D, LastMaterial, false);
1850 		LastMaterial = OverrideMaterial2D;
1851 	}
1852 
1853 	// no alphaChannel without texture
1854 	alphaChannel &= texture;
1855 
1856 	if (alpha || alphaChannel)
1857 	{
1858 		pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
1859 		pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1860 		pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1861 	}
1862 	else
1863 		pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1864 	pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
1865 	pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1866 	pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
1867 	if (texture)
1868 	{
1869 		setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
1870 		// Due to the transformation change, the previous line would call a reset each frame
1871 		// but we can safely reset the variable as it was false before
1872 		Transformation3DChanged=false;
1873 	}
1874 	if (alphaChannel)
1875 	{
1876 		pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
1877 
1878 		if (alpha)
1879 		{
1880 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
1881 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
1882 		}
1883 		else
1884 		{
1885 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1886 		}
1887 
1888 	}
1889 	else
1890 	{
1891 		pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
1892 		if (alpha)
1893 		{
1894 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
1895 		}
1896 		else
1897 		{
1898 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
1899 			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
1900 		}
1901 	}
1902 
1903 	CurrentRenderMode = ERM_2D;
1904 }
1905 
1906 
1907 //! deletes all dynamic lights there are
deleteAllDynamicLights()1908 void CD3D8Driver::deleteAllDynamicLights()
1909 {
1910 	for (s32 i=0; i<LastSetLight+1; ++i)
1911 		pID3DDevice->LightEnable(i, false);
1912 
1913 	LastSetLight = -1;
1914 
1915 	CNullDriver::deleteAllDynamicLights();
1916 }
1917 
1918 
1919 //! adds a dynamic light
addDynamicLight(const SLight & dl)1920 s32 CD3D8Driver::addDynamicLight(const SLight& dl)
1921 {
1922 	CNullDriver::addDynamicLight(dl);
1923 
1924 	D3DLIGHT8 light;
1925 
1926 	switch (dl.Type)
1927 	{
1928 	case ELT_POINT:
1929 		light.Type = D3DLIGHT_POINT;
1930 	break;
1931 	case ELT_SPOT:
1932 		light.Type = D3DLIGHT_SPOT;
1933 	break;
1934 	case ELT_DIRECTIONAL:
1935 		light.Type = D3DLIGHT_DIRECTIONAL;
1936 	break;
1937 	}
1938 
1939 	light.Position = *(D3DVECTOR*)((void*)(&dl.Position));
1940 	light.Direction = *(D3DVECTOR*)((void*)(&dl.Direction));
1941 
1942 	light.Range = core::min_(dl.Radius, MaxLightDistance);
1943 	light.Falloff = dl.Falloff;
1944 
1945 	light.Diffuse = *(D3DCOLORVALUE*)((void*)(&dl.DiffuseColor));
1946 	light.Specular = *(D3DCOLORVALUE*)((void*)(&dl.SpecularColor));
1947 	light.Ambient = *(D3DCOLORVALUE*)((void*)(&dl.AmbientColor));
1948 
1949 	light.Attenuation0 = dl.Attenuation.X;
1950 	light.Attenuation1 = dl.Attenuation.Y;
1951 	light.Attenuation2 = dl.Attenuation.Z;
1952 
1953 	light.Theta = dl.InnerCone * 2.0f * core::DEGTORAD;
1954 	light.Phi = dl.OuterCone * 2.0f * core::DEGTORAD;
1955 
1956 	++LastSetLight;
1957 
1958 	if(D3D_OK == pID3DDevice->SetLight(LastSetLight, &light))
1959 	{
1960 		// I don't care if this succeeds
1961 		(void)pID3DDevice->LightEnable(LastSetLight, true);
1962 		return LastSetLight;
1963 	}
1964 
1965 	return -1;
1966 }
1967 
1968 
turnLightOn(s32 lightIndex,bool turnOn)1969 void CD3D8Driver::turnLightOn(s32 lightIndex, bool turnOn)
1970 {
1971 	if(lightIndex < 0 || lightIndex > LastSetLight)
1972 		return;
1973 
1974 	(void)pID3DDevice->LightEnable(lightIndex, turnOn);
1975 }
1976 
1977 
1978 //! returns the maximal amount of dynamic lights the device can handle
getMaximalDynamicLightAmount() const1979 u32 CD3D8Driver::getMaximalDynamicLightAmount() const
1980 {
1981 	return Caps.MaxActiveLights;
1982 }
1983 
1984 
1985 //! Sets the dynamic ambient light color. The default color is
1986 //! (0,0,0,0) which means it is dark.
1987 //! \param color: New color of the ambient light.
setAmbientLight(const SColorf & color)1988 void CD3D8Driver::setAmbientLight(const SColorf& color)
1989 {
1990 	if (!pID3DDevice)
1991 		return;
1992 
1993 	AmbientLight = color;
1994 	D3DCOLOR col = color.toSColor().color;
1995 	pID3DDevice->SetRenderState(D3DRS_AMBIENT, col);
1996 }
1997 
1998 
1999 //! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
2000 //! driver, it would return "Direct3D8.1".
getName() const2001 const wchar_t* CD3D8Driver::getName() const
2002 {
2003 	return L"Direct3D 8.1";
2004 }
2005 
2006 
2007 //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
2008 //! this: First, draw all geometry. Then use this method, to draw the shadow
2009 //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
drawStencilShadowVolume(const core::array<core::vector3df> & triangles,bool zfail,u32 debugDataVisible)2010 void CD3D8Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
2011 {
2012 	const u32 count = triangles.size();
2013 	if (!Params.Stencilbuffer || !count)
2014 		return;
2015 
2016 	setRenderStatesStencilShadowMode(zfail, debugDataVisible);
2017 
2018 	if (!zfail)
2019 	{
2020 		// ZPASS Method
2021 
2022 		// Draw front-side of shadow volume in stencil only
2023 		pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW );
2024 		pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT);
2025 		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
2026 
2027 		// Now reverse cull order so front sides of shadow volume are written.
2028 		pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
2029 		pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECRSAT);
2030 		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
2031 	}
2032 	else
2033 	{
2034 		// ZFAIL Method
2035 
2036 		// Draw front-side of shadow volume in stencil only
2037 		pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
2038 		pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
2039 		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
2040 
2041 		// Now reverse cull order so front sides of shadow volume are written.
2042 		pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
2043 		pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECRSAT );
2044 		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
2045 	}
2046 }
2047 
2048 
2049 //! Fills the stencil shadow with color. After the shadow volume has been drawn
2050 //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
2051 //! to draw the color of the shadow.
drawStencilShadow(bool clearStencilBuffer,video::SColor leftUpEdge,video::SColor rightUpEdge,video::SColor leftDownEdge,video::SColor rightDownEdge)2052 void CD3D8Driver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
2053 			video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
2054 {
2055 	if (!Params.Stencilbuffer)
2056 		return;
2057 
2058 	S3DVertex vtx[4];
2059 	vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f);
2060 	vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f);
2061 	vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f);
2062 	vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f);
2063 
2064 	const s16 indices[6] = {0,1,2,1,3,2};
2065 
2066 	setRenderStatesStencilFillMode(
2067 		leftUpEdge.getAlpha() < 255 ||
2068 		rightUpEdge.getAlpha() < 255 ||
2069 		leftDownEdge.getAlpha() < 255 ||
2070 		rightDownEdge.getAlpha() < 255);
2071 
2072 	setActiveTexture(0,0);
2073 
2074 	setVertexShader(EVT_STANDARD);
2075 
2076 	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
2077 		D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
2078 
2079 	if (clearStencilBuffer)
2080 		pID3DDevice->Clear(0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0);
2081 }
2082 
2083 
2084 //! Returns the maximum amount of primitives (mostly vertices) which
2085 //! the device is able to render with one drawIndexedTriangleList
2086 //! call.
getMaximalPrimitiveCount() const2087 u32 CD3D8Driver::getMaximalPrimitiveCount() const
2088 {
2089 	return Caps.MaxPrimitiveCount;
2090 }
2091 
2092 
2093 //! Sets the fog mode.
setFog(SColor color,E_FOG_TYPE fogType,f32 start,f32 end,f32 density,bool pixelFog,bool rangeFog)2094 void CD3D8Driver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
2095 	f32 end, f32 density, bool pixelFog, bool rangeFog)
2096 {
2097 	CNullDriver::setFog(color, fogType, start, end, density, pixelFog, rangeFog);
2098 
2099 	if (!pID3DDevice)
2100 		return;
2101 
2102 	pID3DDevice->SetRenderState(D3DRS_FOGCOLOR, color.color);
2103 
2104 	pID3DDevice->SetRenderState(
2105 #if defined( _IRR_XBOX_PLATFORM_)
2106 		D3DRS_FOGTABLEMODE,
2107 #else
2108 		pixelFog ? D3DRS_FOGTABLEMODE : D3DRS_FOGVERTEXMODE,
2109 #endif
2110 		(fogType==EFT_FOG_LINEAR)? D3DFOG_LINEAR : (fogType==EFT_FOG_EXP)?D3DFOG_EXP:D3DFOG_EXP2);
2111 
2112 	if (fogType==EFT_FOG_LINEAR)
2113 	{
2114 		pID3DDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)(&start));
2115 		pID3DDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)(&end));
2116 	}
2117 	else
2118 		pID3DDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)(&density));
2119 
2120 	if(!pixelFog)
2121 		pID3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog);
2122 }
2123 
2124 
2125 //! Draws a 3d line.
draw3DLine(const core::vector3df & start,const core::vector3df & end,SColor color)2126 void CD3D8Driver::draw3DLine(const core::vector3df& start,
2127 	const core::vector3df& end, SColor color)
2128 {
2129 	setVertexShader(EVT_STANDARD);
2130 	setRenderStates3DMode();
2131 	video::S3DVertex v[2];
2132 	v[0].Color = color;
2133 	v[1].Color = color;
2134 	v[0].Pos = start;
2135 	v[1].Pos = end;
2136 
2137 	pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, v, sizeof(S3DVertex));
2138 }
2139 
2140 
OnResize(const core::dimension2d<u32> & size)2141 void CD3D8Driver::OnResize(const core::dimension2d<u32>& size)
2142 {
2143 	if (!pID3DDevice)
2144 		return;
2145 
2146 	CNullDriver::OnResize(size);
2147 	reset();
2148 }
2149 
2150 
2151 //! Returns type of video driver
getDriverType() const2152 E_DRIVER_TYPE CD3D8Driver::getDriverType() const
2153 {
2154 	return EDT_DIRECT3D8;
2155 }
2156 
2157 
2158 //! Returns the transformation set by setTransform
getTransform(E_TRANSFORMATION_STATE state) const2159 const core::matrix4& CD3D8Driver::getTransform(E_TRANSFORMATION_STATE state) const
2160 {
2161 	return Matrices[state];
2162 }
2163 
2164 
2165 //! Sets a vertex shader constant.
setVertexShaderConstant(const f32 * data,s32 startRegister,s32 constantAmount)2166 void CD3D8Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
2167 {
2168 	if (data)
2169 		pID3DDevice->SetVertexShaderConstant(startRegister, data, constantAmount);
2170 }
2171 
2172 
2173 //! Sets a pixel shader constant.
setPixelShaderConstant(const f32 * data,s32 startRegister,s32 constantAmount)2174 void CD3D8Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
2175 {
2176 	if (data)
2177 		pID3DDevice->SetPixelShaderConstant(startRegister, data, constantAmount);
2178 }
2179 
2180 
2181 //! Sets a constant for the vertex shader based on a name.
setVertexShaderConstant(const c8 * name,const f32 * floats,int count)2182 bool CD3D8Driver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
2183 {
2184 	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
2185 	return false;
2186 }
2187 
2188 
2189 //! Bool interface for the above.
setVertexShaderConstant(const c8 * name,const bool * bools,int count)2190 bool CD3D8Driver::setVertexShaderConstant(const c8* name, const bool* bools, int count)
2191 {
2192 	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
2193 	return false;
2194 }
2195 
2196 
2197 //! Int interface for the above.
setVertexShaderConstant(const c8 * name,const s32 * ints,int count)2198 bool CD3D8Driver::setVertexShaderConstant(const c8* name, const s32* ints, int count)
2199 {
2200 	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
2201 	return false;
2202 }
2203 
2204 
2205 //! Sets a constant for the pixel shader based on a name.
setPixelShaderConstant(const c8 * name,const f32 * floats,int count)2206 bool CD3D8Driver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
2207 {
2208 	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
2209 	return false;
2210 }
2211 
2212 
2213 //! Bool interface for the above.
setPixelShaderConstant(const c8 * name,const bool * bools,int count)2214 bool CD3D8Driver::setPixelShaderConstant(const c8* name, const bool* bools, int count)
2215 {
2216 	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
2217 	return false;
2218 }
2219 
2220 
2221 //! Int interface for the above.
setPixelShaderConstant(const c8 * name,const s32 * ints,int count)2222 bool CD3D8Driver::setPixelShaderConstant(const c8* name, const s32* ints, int count)
2223 {
2224 	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
2225 	return false;
2226 }
2227 
2228 
2229 //! Adds a new material renderer to the VideoDriver, using pixel and/or
2230 //! vertex shaders to render geometry.
addShaderMaterial(const c8 * vertexShaderProgram,const c8 * pixelShaderProgram,IShaderConstantSetCallBack * callback,E_MATERIAL_TYPE baseMaterial,s32 userData)2231 s32 CD3D8Driver::addShaderMaterial(const c8* vertexShaderProgram,
2232 	const c8* pixelShaderProgram,
2233 	IShaderConstantSetCallBack* callback,
2234 	E_MATERIAL_TYPE baseMaterial, s32 userData)
2235 {
2236 	s32 nr = -1;
2237 	CD3D8ShaderMaterialRenderer* r = new CD3D8ShaderMaterialRenderer(
2238 		pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram,
2239 		callback, getMaterialRenderer(baseMaterial), userData);
2240 
2241 	r->drop();
2242 	return nr;
2243 }
2244 
2245 
2246 //! Returns a pointer to the IVideoDriver interface. (Implementation for
2247 //! IMaterialRendererServices)
getVideoDriver()2248 IVideoDriver* CD3D8Driver::getVideoDriver()
2249 {
2250 	return this;
2251 }
2252 
2253 
2254 //! Clears the ZBuffer.
clearZBuffer()2255 void CD3D8Driver::clearZBuffer()
2256 {
2257 	const HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0);
2258 
2259 	if (FAILED(hr))
2260 		os::Printer::log("CD3D8Driver clearZBuffer() failed.", ELL_WARNING);
2261 }
2262 
2263 
2264 //! Returns an image created from the last rendered frame.
createScreenShot(video::ECOLOR_FORMAT format,video::E_RENDER_TARGET target)2265 IImage* CD3D8Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
2266 {
2267 #if defined( _IRR_XBOX_PLATFORM_)
2268 	return 0;
2269 #else
2270 	if (target != video::ERT_FRAME_BUFFER)
2271 		return 0;
2272 
2273 	// query the screen dimensions of the current adapter
2274 	D3DDISPLAYMODE displayMode;
2275 	pID3DDevice->GetDisplayMode(&displayMode);
2276 
2277 	if (format==video::ECF_UNKNOWN)
2278 		format=video::ECF_A8R8G8B8;
2279 
2280 	// create the image surface to store the front buffer image [always A8R8G8B8]
2281 	HRESULT hr;
2282 	LPDIRECT3DSURFACE8 lpSurface;
2283 	if (FAILED(hr = pID3DDevice->CreateImageSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, &lpSurface)))
2284 		return 0;
2285 
2286 	// read the front buffer into the image surface
2287 	if (FAILED(hr = pID3DDevice->GetFrontBuffer(lpSurface)))
2288 	{
2289 		lpSurface->Release();
2290 		return 0;
2291 	}
2292 
2293 	RECT clientRect;
2294 	{
2295 		POINT clientPoint;
2296 		clientPoint.x = 0;
2297 		clientPoint.y = 0;
2298 
2299 		ClientToScreen( (HWND)getExposedVideoData().D3D8.HWnd, &clientPoint );
2300 
2301 		clientRect.left   = clientPoint.x;
2302 		clientRect.top    = clientPoint.y;
2303 		clientRect.right  = clientRect.left + ScreenSize.Width;
2304 		clientRect.bottom = clientRect.top  + ScreenSize.Height;
2305 
2306 		// window can be off-screen partly, we can't take screenshots from that
2307 		clientRect.left = core::max_(clientRect.left, 0l);
2308 		clientRect.top = core::max_(clientRect.top, 0l);
2309 		clientRect.right = core::min_(clientRect.right, (long)displayMode.Width);
2310 		clientRect.bottom = core::min_(clientRect.bottom, (long)displayMode.Height );
2311 	}
2312 
2313 	// lock our area of the surface
2314 	D3DLOCKED_RECT lockedRect;
2315 	if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY)))
2316 	{
2317 		lpSurface->Release();
2318 		return 0;
2319 	}
2320 
2321 	irr::core::dimension2d<u32> shotSize;
2322 	shotSize.Width = core::min_( ScreenSize.Width, (u32)(clientRect.right-clientRect.left) );
2323 	shotSize.Height = core::min_( ScreenSize.Height, (u32)(clientRect.bottom-clientRect.top) );
2324 
2325 	// this could throw, but we aren't going to worry about that case very much
2326 	IImage* newImage = createImage(format, shotSize);
2327 
2328 	if (newImage)
2329 	{
2330 		// d3d pads the image, so we need to copy the correct number of bytes
2331 		u32* dP = (u32*)newImage->lock();
2332 		u8 * sP = (u8 *)lockedRect.pBits;
2333 
2334 		// If the display mode format doesn't promise anything about the Alpha value
2335 		// and it appears that it's not presenting 255, then we should manually
2336 		// set each pixel alpha value to 255.
2337 		if(D3DFMT_X8R8G8B8 == displayMode.Format && (0xFF000000 != (*dP & 0xFF000000)))
2338 		{
2339 			for (u32 y = 0; y < shotSize.Height; ++y)
2340 			{
2341 				for(u32 x = 0; x < shotSize.Width; ++x)
2342 				{
2343 					newImage->setPixel(x,y,*((u32*)sP) | 0xFF000000);
2344 					sP += 4;
2345 				}
2346 
2347 				sP += lockedRect.Pitch - (4 * shotSize.Width);
2348 			}
2349 		}
2350 		else
2351 		{
2352 			for (u32 y = 0; y < shotSize.Height; ++y)
2353 			{
2354 				convertColor(sP, video::ECF_A8R8G8B8, shotSize.Width, dP, format);
2355 				sP += lockedRect.Pitch;
2356 				dP += shotSize.Width;
2357 			}
2358 		}
2359 
2360 		newImage->unlock();
2361 	}
2362 
2363 	// we can unlock and release the surface
2364 	lpSurface->UnlockRect();
2365 
2366 	// release the image surface
2367 	lpSurface->Release();
2368 
2369 	// return status of save operation to caller
2370 	return newImage;
2371 #endif
2372 }
2373 
2374 
2375 // returns the current size of the screen or rendertarget
getCurrentRenderTargetSize() const2376 const core::dimension2d<u32>& CD3D8Driver::getCurrentRenderTargetSize() const
2377 {
2378 	if ( CurrentRendertargetSize.Width == 0 )
2379 		return ScreenSize;
2380 	else
2381 		return CurrentRendertargetSize;
2382 }
2383 
2384 
2385 // Set/unset a clipping plane.
setClipPlane(u32 index,const core::plane3df & plane,bool enable)2386 bool CD3D8Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
2387 {
2388 #if defined( _IRR_XBOX_PLATFORM_)
2389 	return false;
2390 #else
2391 	if (index >= MaxUserClipPlanes)
2392 		return false;
2393 	pID3DDevice->SetClipPlane(index, (const float*)&plane);
2394 	enableClipPlane(index, enable);
2395 	return true;
2396 #endif
2397 }
2398 
2399 
2400 // Enable/disable a clipping plane.
enableClipPlane(u32 index,bool enable)2401 void CD3D8Driver::enableClipPlane(u32 index, bool enable)
2402 {
2403 #if defined( _IRR_XBOX_PLATFORM_)
2404 	return;
2405 #else
2406 	if (index >= MaxUserClipPlanes)
2407 		return;
2408 	DWORD renderstate;
2409 	pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate);
2410 	if (enable)
2411 		renderstate |= (1 << index);
2412 	else
2413 		renderstate &= ~(1 << index);
2414 	pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate);
2415 #endif
2416 }
2417 
2418 
getMaxTextureSize() const2419 core::dimension2du CD3D8Driver::getMaxTextureSize() const
2420 {
2421 	return core::dimension2du(Caps.MaxTextureWidth, Caps.MaxTextureHeight);
2422 }
2423 
2424 
2425 } // end namespace video
2426 } // end namespace irr
2427 
2428 #endif // _IRR_COMPILE_WITH_DIRECT3D_8_
2429 
2430 
2431 namespace irr
2432 {
2433 namespace video
2434 {
2435 
2436 #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
2437 //! creates a video driver
createDirectX8Driver(const SIrrlichtCreationParameters & params,io::IFileSystem * io,HWND window)2438 IVideoDriver* createDirectX8Driver(const SIrrlichtCreationParameters& params,
2439 			io::IFileSystem* io, HWND window)
2440 {
2441 	const bool pureSoftware = false;
2442 	CD3D8Driver* dx8 = new CD3D8Driver(params, io);
2443 
2444 	if (!dx8->initDriver(window, pureSoftware))
2445 	{
2446 		dx8->drop();
2447 		dx8 = 0;
2448 	}
2449 
2450 	return dx8;
2451 }
2452 #endif // _IRR_COMPILE_WITH_DIRECT3D_8_
2453 
2454 } // end namespace video
2455 } // end namespace irr
2456