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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 03:56:10 +08:00
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hl2sdk/public/togl/osx/dxabstract.h
Joe Ludwig 0e42951d44 * Added support for building shaders in your mod
* Added nav mesh support
* fixed many warnings and misc bugs
* Fixed the create*projects scripts in mp
* Added a bunch of stuff to .gitignore
2013-07-17 18:26:59 -07:00

805 lines
31 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//==================================================================================================
#ifndef DXABSTRACT_H
#define DXABSTRACT_H
#ifdef _WIN32
#pragma once
#endif
#include "togl/rendermechanism.h"
#include "materialsystem/ishader.h"
// Uncomment this on Windows if you want to compile the Windows GL version.
// #undef USE_ACTUAL_DX
#ifdef USE_ACTUAL_DX
#ifndef WIN32
#error sorry man
#endif
#ifdef _X360
#include "d3d9.h"
#include "d3dx9.h"
#else
#include <windows.h>
#include "../../dx9sdk/include/d3d9.h"
#include "../../dx9sdk/include/d3dx9.h"
#endif
typedef HWND VD3DHWND;
#else
#ifdef WIN32
#error Gl on win32?
#endif
#include "tier0/platform.h"
#ifndef DX_TO_GL_ABSTRACTION
#define DX_TO_GL_ABSTRACTION
#endif
#include "bitmap/imageformat.h"
#include "togl/rendermechanism.h"
#ifdef OSX
extern "C" void Debugger(void);
#endif
// turn this on to get refcount logging from IUnknown
#define IUNKNOWN_ALLOC_SPEW 0
#define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0
// ------------------------------------------------------------------------------------------------------------------------------ //
// DEFINES
// ------------------------------------------------------------------------------------------------------------------------------ //
typedef void* VD3DHWND;
typedef void* VD3DHANDLE;
TOGL_INTERFACE void toglGetClientRect( VD3DHWND hWnd, RECT *destRect );
struct TOGL_CLASS IUnknown
{
int m_refcount[2];
bool m_mark;
IUnknown( void )
{
m_refcount[0] = 1;
m_refcount[1] = 0;
m_mark = (IUNKNOWN_ALLOC_SPEW_MARK_ALL != 0); // either all are marked, or only the ones that have SetMark(true) called on them
#if IUNKNOWN_ALLOC_SPEW
if (m_mark)
{
GLMPRINTF(("-A- IUnew (%08x) refc -> (%d,%d) ",this,m_refcount[0],m_refcount[1]));
}
#endif
};
virtual ~IUnknown( void )
{
#if IUNKNOWN_ALLOC_SPEW
if (m_mark)
{
GLMPRINTF(("-A- IUdel (%08x) ",this ));
}
#endif
};
void AddRef( int which=0, char *comment = NULL )
{
Assert( which >= 0 );
Assert( which < 2 );
m_refcount[which]++;
#if IUNKNOWN_ALLOC_SPEW
if (m_mark)
{
GLMPRINTF(("-A- IUAddRef (%08x,%d) refc -> (%d,%d) [%s]",this,which,m_refcount[0],m_refcount[1],comment?comment:"...")) ;
if (!comment)
{
GLMPRINTF(("")) ; // place to hang a breakpoint
}
}
#endif
};
ULONG __stdcall Release( int which=0, char *comment = NULL )
{
Assert( which >= 0 );
Assert( which < 2 );
//int oldrefcs[2] = { m_refcount[0], m_refcount[1] };
bool deleting = false;
m_refcount[which]--;
if ( (!m_refcount[0]) && (!m_refcount[1]) )
{
deleting = true;
}
#if IUNKNOWN_ALLOC_SPEW
if (m_mark)
{
GLMPRINTF(("-A- IURelease (%08x,%d) refc -> (%d,%d) [%s] %s",this,which,m_refcount[0],m_refcount[1],comment?comment:"...",deleting?"->DELETING":""));
if (!comment)
{
GLMPRINTF(("")) ; // place to hang a breakpoint
}
}
#endif
if (deleting)
{
if (m_mark)
{
GLMPRINTF(("")) ; // place to hang a breakpoint
}
delete this;
return 0;
}
else
{
return m_refcount[0];
}
};
void SetMark( bool markValue, char *comment=NULL )
{
#if IUNKNOWN_ALLOC_SPEW
if (!m_mark && markValue) // leading edge detect
{
// print the same thing that the constructor would have printed if it had been marked from the beginning
// i.e. it's anticipated that callers asking for marking will do so right at create time
GLMPRINTF(("-A- IUSetMark (%08x) refc -> (%d,%d) (%s) ",this,m_refcount[0],m_refcount[1],comment?comment:"..."));
}
#endif
m_mark = markValue;
}
};
// ------------------------------------------------------------------------------------------------------------------------------ //
// INTERFACES
// ------------------------------------------------------------------------------------------------------------------------------ //
struct TOGL_CLASS IDirect3DResource9 : public IUnknown
{
IDirect3DDevice9 *m_device; // parent device
D3DRESOURCETYPE m_restype;
DWORD SetPriority(DWORD PriorityNew);
};
struct TOGL_CLASS IDirect3DBaseTexture9 : public IDirect3DResource9 // "A Texture.."
{
D3DSURFACE_DESC m_descZero; // desc of top level.
CGLMTex *m_tex; // a CGLMTex can represent all forms of tex
int m_srgbFlipCount;
virtual ~IDirect3DBaseTexture9();
D3DRESOURCETYPE GetType();
DWORD GetLevelCount();
HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
};
struct TOGL_CLASS IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D"
{
IDirect3DSurface9 *m_surfZero; // surf of top level.
virtual ~IDirect3DTexture9();
HRESULT LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
HRESULT UnlockRect(UINT Level);
HRESULT GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel);
};
struct TOGL_CLASS IDirect3DCubeTexture9 : public IDirect3DBaseTexture9 // "Texture Cube Map"
{
IDirect3DSurface9 *m_surfZero[6]; // surfs of top level.
virtual ~IDirect3DCubeTexture9();
HRESULT GetCubeMapSurface(D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface);
HRESULT GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc);
};
struct TOGL_CLASS IDirect3DVolumeTexture9 : public IDirect3DBaseTexture9 // "Texture 3D"
{
IDirect3DSurface9 *m_surfZero; // surf of top level.
D3DVOLUME_DESC m_volDescZero; // volume desc top level
virtual ~IDirect3DVolumeTexture9();
HRESULT LockBox(UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags);
HRESULT UnlockBox(UINT Level);
HRESULT GetLevelDesc( UINT level, D3DVOLUME_DESC *pDesc );
};
// for the moment, a "D3D surface" is modeled as a GLM tex, a face, and a mip.
// no Create method, these are filled in by the various create surface methods.
struct TOGL_CLASS IDirect3DSurface9 : public IDirect3DResource9
{
virtual ~IDirect3DSurface9();
HRESULT LockRect(D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
HRESULT UnlockRect();
HRESULT GetDesc(D3DSURFACE_DESC *pDesc);
D3DSURFACE_DESC m_desc;
CGLMTex *m_tex;
int m_face;
int m_mip;
};
struct TOGL_CLASS IDirect3D9 : public IUnknown
{
public:
virtual ~IDirect3D9();
UINT GetAdapterCount(); //cheese: returns 1
HRESULT GetDeviceCaps (UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps);
HRESULT GetAdapterIdentifier (UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier);
HRESULT CheckDeviceFormat (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat);
UINT GetAdapterModeCount (UINT Adapter,D3DFORMAT Format);
HRESULT EnumAdapterModes (UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode);
HRESULT CheckDeviceType (UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed);
HRESULT GetAdapterDisplayMode (UINT Adapter,D3DDISPLAYMODE* pMode);
HRESULT CheckDepthStencilMatch (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat);
HRESULT CheckDeviceMultiSampleType (UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels);
HRESULT CreateDevice (UINT Adapter,D3DDEVTYPE DeviceType,VD3DHWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface);
};
struct TOGL_CLASS IDirect3DSwapChain9 : public IUnknown
{
};
// typedef enum D3DDECLUSAGE
// {
// D3DDECLUSAGE_POSITION = 0,
// D3DDECLUSAGE_BLENDWEIGHT = 1,
// D3DDECLUSAGE_BLENDINDICES = 2,
// D3DDECLUSAGE_NORMAL = 3,
// D3DDECLUSAGE_PSIZE = 4,
// D3DDECLUSAGE_TEXCOORD = 5,
// D3DDECLUSAGE_TANGENT = 6,
// D3DDECLUSAGE_BINORMAL = 7,
// D3DDECLUSAGE_TESSFACTOR = 8,
// D3DDECLUSAGE_POSITIONT = 9,
// D3DDECLUSAGE_COLOR = 10,
// D3DDECLUSAGE_FOG = 11,
// D3DDECLUSAGE_DEPTH = 12,
// D3DDECLUSAGE_SAMPLE = 13,
// } D3DDECLUSAGE, *LPD3DDECLUSAGE;
// Constants
//
// D3DDECLUSAGE_POSITION
// Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with
// a usage index of 0 to specify untransformed position for fixed function
// vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION
// with a usage index of 1 to specify untransformed position in the fixed
// function vertex shader for vertex tweening.
//
// D3DDECLUSAGE_BLENDWEIGHT
// Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0
// to specify the blend weights used in indexed and nonindexed vertex
// blending.
//
// D3DDECLUSAGE_BLENDINDICES
// Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of
// 0 to specify matrix indices for indexed paletted skinning.
//
// D3DDECLUSAGE_NORMAL
// Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to
// specify vertex normals for fixed function vertex processing and the n-patch
// tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify
// vertex normals for fixed function vertex processing for vertex tweening.
//
// D3DDECLUSAGE_PSIZE
// Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify
// the point-size attribute used by the setup engine of the rasterizer to
// expand a point into a quad for the point-sprite functionality.
//
// D3DDECLUSAGE_TEXCOORD
// Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture
// coordinates in fixed function vertex processing and in pixel shaders prior
// to ps_3_0. These can be used to pass user defined data.
//
// D3DDECLUSAGE_TANGENT
// Vertex tangent data.
//
// D3DDECLUSAGE_BINORMAL
// Vertex binormal data.
//
// D3DDECLUSAGE_TESSFACTOR
// Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a
// usage index of 0 to specify a tessellation factor used in the tessellation
// unit to control the rate of tessellation. For more information about the
// data type, see D3DDECLTYPE_FLOAT1.
//
// D3DDECLUSAGE_POSITIONT
// Vertex data contains transformed position data ranging from (0,0) to
// (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage
// index of 0 to specify transformed position. When a declaration containing
// this is set, the pipeline does not perform vertex processing.
//
// D3DDECLUSAGE_COLOR
// Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with
// a usage index of 0 to specify the diffuse color in the fixed function
// vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR
// with a usage index of 1 to specify the specular color in the fixed function
// vertex shader and pixel shaders prior to ps_3_0.
//
// D3DDECLUSAGE_FOG
// Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0
// to specify a fog blend value used after pixel shading finishes. This
// applies to pixel shaders prior to version ps_3_0.
//
// D3DDECLUSAGE_DEPTH
// Vertex data contains depth data.
//
// D3DDECLUSAGE_SAMPLE
// Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage
// index of 0 to specify the displacement value to look up. It can be used
// only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP.
//note the form of the list terminator..
// #define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
// typedef struct _D3DVERTEXELEMENT9
// {
// WORD Stream; // Stream index
// WORD Offset; // Offset in the stream in bytes
// BYTE Type; // Data type
// BYTE Method; // Processing method
// BYTE Usage; // Semantics
// BYTE UsageIndex; // Semantic index
// } D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
#define MAX_D3DVERTEXELEMENTS 16
struct TOGL_CLASS IDirect3DVertexDeclaration9 : public IUnknown
{
//public:
uint m_elemCount;
D3DVERTEXELEMENT9_GL m_elements[ MAX_D3DVERTEXELEMENTS ];
virtual ~IDirect3DVertexDeclaration9();
};
struct TOGL_CLASS IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown
{
//public:
D3DQUERYTYPE m_type; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT
GLMContext *m_ctx;
CGLMQuery *m_query;
virtual ~IDirect3DQuery9();
HRESULT Issue(DWORD dwIssueFlags);
HRESULT GetData(void* pData,DWORD dwSize,DWORD dwGetDataFlags);
};
struct TOGL_CLASS IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown
{
//public:
GLMContext *m_ctx;
CGLMBuffer *m_vtxBuffer;
D3DVERTEXBUFFER_DESC m_vtxDesc; // to satisfy GetDesc
virtual ~IDirect3DVertexBuffer9();
HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
HRESULT Unlock();
HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
};
struct TOGL_CLASS IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown
{
//public:
GLMContext *m_ctx;
CGLMBuffer *m_idxBuffer;
D3DINDEXBUFFER_DESC m_idxDesc; // to satisfy GetDesc
virtual ~IDirect3DIndexBuffer9();
HRESULT Lock(UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags);
HRESULT Unlock();
HRESULT UnlockActualSize( uint nActualSize, const void *pActualData = NULL );
HRESULT GetDesc(D3DINDEXBUFFER_DESC *pDesc);
};
struct TOGL_CLASS IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown
{
//public:
CGLMProgram *m_pixProgram;
uint m_pixHighWater; // count of active constant slots referenced by shader.
uint m_pixSamplerMask; // (1<<n) mask of samplers referemnced by this pixel shader
// this can help FlushSamplers avoid SRGB flipping on textures not being referenced...
virtual ~IDirect3DPixelShader9();
};
struct TOGL_CLASS IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown
{
//public:
CGLMProgram *m_vtxProgram;
uint m_vtxHighWater; // count of active constant slots referenced by shader.
unsigned char m_vtxAttribMap[16]; // high nibble is usage, low nibble is usageindex, array position is attrib number
virtual ~IDirect3DVertexShader9();
};
struct TOGL_CLASS ID3DXMatrixStack : public IUnknown
{
//public:
CUtlVector<D3DMATRIX> m_stack;
int m_stackTop; // top of stack is at the highest index, this is that index. push increases, pop decreases.
HRESULT Create( void );
D3DXMATRIX* GetTop();
void Push();
void Pop();
void LoadIdentity();
void LoadMatrix( const D3DXMATRIX *pMat );
void MultMatrix( const D3DXMATRIX *pMat );
void MultMatrixLocal( const D3DXMATRIX *pMat );
HRESULT ScaleLocal(FLOAT x, FLOAT y, FLOAT z);
// Left multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the local origin of the object)
HRESULT RotateAxisLocal(CONST D3DXVECTOR3* pV, FLOAT Angle);
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
HRESULT TranslateLocal(FLOAT x, FLOAT y, FLOAT z);
};
typedef ID3DXMatrixStack* LPD3DXMATRIXSTACK;
struct TOGL_CLASS IDirect3DDevice9 : public IUnknown
{
public:
// members
IDirect3DDevice9Params m_params; // mirror of the creation inputs
// D3D flavor stuff
IDirect3DSurface9 *m_rtSurfaces[16]; // current color RT surfaces. [0] is initially == m_defaultColorSurface
IDirect3DSurface9 *m_dsSurface; // current DS RT surface. can be changed!
IDirect3DSurface9 *m_defaultColorSurface; // default color surface.
IDirect3DSurface9 *m_defaultDepthStencilSurface; // queried by GetDepthStencilSurface.
IDirect3DVertexDeclaration9 *m_vertDecl; // Set by SetVertexDeclaration...
D3DStreamDesc m_streams[ D3D_MAX_STREAMS ]; // Set by SetStreamSource..
D3DIndexDesc m_indices; // Set by SetIndices..
IDirect3DVertexShader9 *m_vertexShader; // Set by SetVertexShader...
IDirect3DPixelShader9 *m_pixelShader; // Set by SetPixelShader...
IDirect3DBaseTexture9 *m_textures[16]; // set by SetTexture... NULL if stage inactive
D3DSamplerDesc m_samplers[16]; // set by SetSamplerState..
// GLM flavor stuff
GLMContext *m_ctx;
CGLMFBO *m_drawableFBO; // this FBO should have all the attachments set to match m_rtSurfaces and m_dsSurface.
// GL state
struct
{
// render state buckets
GLAlphaTestEnable_t m_AlphaTestEnable;
GLAlphaTestFunc_t m_AlphaTestFunc;
GLAlphaToCoverageEnable_t m_AlphaToCoverageEnable;
GLDepthTestEnable_t m_DepthTestEnable;
GLDepthMask_t m_DepthMask;
GLDepthFunc_t m_DepthFunc;
GLClipPlaneEnable_t m_ClipPlaneEnable[kGLMUserClipPlanes];
GLClipPlaneEquation_t m_ClipPlaneEquation[kGLMUserClipPlanes];
GLColorMaskSingle_t m_ColorMaskSingle;
GLColorMaskMultiple_t m_ColorMaskMultiple;
GLCullFaceEnable_t m_CullFaceEnable;
GLCullFrontFace_t m_CullFrontFace;
GLPolygonMode_t m_PolygonMode;
GLDepthBias_t m_DepthBias;
GLScissorEnable_t m_ScissorEnable;
GLScissorBox_t m_ScissorBox;
GLViewportBox_t m_ViewportBox;
GLViewportDepthRange_t m_ViewportDepthRange;
GLBlendEnable_t m_BlendEnable;
GLBlendFactor_t m_BlendFactor;
GLBlendEquation_t m_BlendEquation;
GLBlendColor_t m_BlendColor;
GLBlendEnableSRGB_t m_BlendEnableSRGB;
GLStencilTestEnable_t m_StencilTestEnable;
GLStencilFunc_t m_StencilFunc;
GLStencilOp_t m_StencilOp;
GLStencilWriteMask_t m_StencilWriteMask;
GLClearColor_t m_ClearColor;
GLClearDepth_t m_ClearDepth;
GLClearStencil_t m_ClearStencil;
bool m_FogEnable; // not really pushed to GL, just latched here
// samplers
GLMTexSamplingParams m_samplers[ 16 ];
// bindings...hmmm...
// dirty-bits
uint m_stateDirtyMask; // covers the state blocks, indexed by 1<<n, n = EGLMStateBlockType
uint m_samplerDirtyMask; // covers the samplers, indexed 1<<n, n = sampler index
} gl;
// methods
public:
virtual ~IDirect3DDevice9();
// Create call invoked from IDirect3D9
HRESULT Create( IDirect3DDevice9Params *params );
//
// Basics
//
HRESULT Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
HRESULT SetViewport(CONST D3DVIEWPORT9* pViewport);
HRESULT GetViewport(D3DVIEWPORT9* pViewport);
HRESULT BeginScene();
HRESULT Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
HRESULT EndScene();
HRESULT Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,VD3DHWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
// textures
HRESULT CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
HRESULT CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
HRESULT CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
HRESULT SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
HRESULT GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
// render targets, color and depthstencil, surfaces, blit
HRESULT CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle, char *debugLabel=NULL);
HRESULT SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
HRESULT GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
HRESULT CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
HRESULT CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,VD3DHANDLE* pSharedHandle);
HRESULT SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
HRESULT GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
HRESULT GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface); // ? is anyone using this ?
HRESULT GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
HRESULT StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
// pixel shaders
HRESULT CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
HRESULT SetPixelShader(IDirect3DPixelShader9* pShader);
HRESULT SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
HRESULT SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
HRESULT SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
// vertex shaders
HRESULT CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader, const char *pShaderName, char *debugLabel = NULL);
HRESULT SetVertexShader(IDirect3DVertexShader9* pShader);
HRESULT SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
HRESULT SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
HRESULT SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
// POSIX only - preheating for a specific vertex/pixel shader pair - trigger GLSL link inside GLM
HRESULT LinkShaderPair( IDirect3DVertexShader9* vs, IDirect3DPixelShader9* ps );
HRESULT QueryShaderPair( int index, GLMShaderPairInfo *infoOut );
// vertex buffers
HRESULT CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
HRESULT SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
HRESULT SetFVF(DWORD FVF); // we might not be using these ?
HRESULT GetFVF(DWORD* pFVF);
HRESULT CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,VD3DHANDLE* pSharedHandle);
HRESULT SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
// index buffers
HRESULT CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,VD3DHANDLE* pSharedHandle);
HRESULT SetIndices(IDirect3DIndexBuffer9* pIndexData);
// response to retired objects (when refcount goes to zero and they self-delete..)
void ReleasedTexture ( IDirect3DBaseTexture9 *baseTex ); // called from texture destructor - need to scrub samplers
void ReleasedSurface ( IDirect3DSurface9 *surface ); // called from any surface destructor - need to scrub RT table if an RT
void ReleasedPixelShader ( IDirect3DPixelShader9 *pixelShader ); // called from IDirect3DPixelShader9 destructor
void ReleasedVertexShader ( IDirect3DVertexShader9 *vertexShader ); // called from IDirect3DVertexShader9 destructor
void ReleasedVertexBuffer ( IDirect3DVertexBuffer9 *vertexBuffer ); // called from IDirect3DVertexBuffer9 destructor
void ReleasedIndexBuffer ( IDirect3DIndexBuffer9 *indexBuffer ); // called from IDirect3DIndexBuffer9 destructor
void ReleasedQuery ( IDirect3DQuery9 *query ); // called from IDirect3DQuery9 destructor
// State management.
HRESULT SetRenderStateInline(D3DRENDERSTATETYPE State,DWORD Value);
HRESULT SetRenderStateConstInline(D3DRENDERSTATETYPE State,DWORD Value);
HRESULT SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
HRESULT SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
// Flushing changes to GL
HRESULT FlushStates( uint mask );
HRESULT FlushSamplers( uint mask ); // push SetRenderState and SetSamplerState changes
HRESULT FlushIndexBindings( void ); // push index buffer (set index ptr)
HRESULT FlushVertexBindings( uint baseVertexIndex ); // push vertex streams (set attrib ptrs)
HRESULT FlushGLM( void );
// Draw.
HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
// misc
BOOL ShowCursor(BOOL bShow);
HRESULT ValidateDevice(DWORD* pNumPasses);
HRESULT SetMaterial(CONST D3DMATERIAL9* pMaterial);
HRESULT LightEnable(DWORD Index,BOOL Enable);
HRESULT SetScissorRect(CONST RECT* pRect);
HRESULT CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
HRESULT GetDeviceCaps(D3DCAPS9* pCaps);
HRESULT TestCooperativeLevel();
HRESULT EvictManagedResources();
HRESULT SetLight(DWORD Index,CONST D3DLIGHT9*);
void SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
void SaveGLState();
void RestoreGLState();
// Talk to JasonM about this one. It's tricky in GL.
HRESULT SetClipPlane(DWORD Index,CONST float* pPlane);
//
//
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
//
//
HRESULT SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
HRESULT SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
void AcquireThreadOwnership( );
void ReleaseThreadOwnership( );
inline DWORD GetCurrentOwnerThreadId() const { return m_ctx->m_nCurOwnerThreadId; }
};
struct ID3DXInclude
{
virtual HRESULT Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) = 0;
virtual HRESULT Close(LPCVOID pData) = 0;
};
typedef ID3DXInclude* LPD3DXINCLUDE;
struct TOGL_CLASS ID3DXBuffer : public IUnknown
{
void* GetBufferPointer();
DWORD GetBufferSize();
};
typedef ID3DXBuffer* LPD3DXBUFFER;
class TOGL_CLASS ID3DXConstantTable : public IUnknown
{
};
typedef ID3DXConstantTable* LPD3DXCONSTANTTABLE;
// ------------------------------------------------------------------------------------------------------------------------------ //
// D3DX stuff.
// ------------------------------------------------------------------------------------------------------------------------------ //
TOGL_INTERFACE const char* D3DXGetPixelShaderProfile( IDirect3DDevice9 *pDevice );
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixMultiply( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
TOGL_INTERFACE D3DXVECTOR3* D3DXVec3TransformCoord( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
TOGL_INTERFACE HRESULT D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
TOGL_INTERFACE void D3DXMatrixIdentity( D3DXMATRIX * );
TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
{
pOut->x = pV1->x - pV2->x;
pOut->y = pV1->y - pV2->y;
pOut->z = pV1->z - pV2->z;
return pOut;
}
TOGL_INTERFACE D3DXINLINE D3DXVECTOR3* D3DXVec3Cross( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
{
D3DXVECTOR3 v;
v.x = pV1->y * pV2->z - pV1->z * pV2->y;
v.y = pV1->z * pV2->x - pV1->x * pV2->z;
v.z = pV1->x * pV2->y - pV1->y * pV2->x;
*pOut = v;
return pOut;
}
TOGL_INTERFACE D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
{
return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
}
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixInverse( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranspose( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
TOGL_INTERFACE D3DXPLANE* D3DXPlaneNormalize( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Transform( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
TOGL_INTERFACE D3DXVECTOR4* D3DXVec4Normalize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixTranslation( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
// Build an ortho projection matrix. (right-handed)
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixOrthoOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,FLOAT zf );
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveRH( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
TOGL_INTERFACE D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf );
// Transform a plane by a matrix. The vector (a,b,c) must be normal.
// M should be the inverse transpose of the transformation desired.
TOGL_INTERFACE D3DXPLANE* D3DXPlaneTransform( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
TOGL_INTERFACE IDirect3D9 *Direct3DCreate9(UINT SDKVersion);
TOGL_INTERFACE void D3DPERF_SetOptions( DWORD dwOptions );
TOGL_INTERFACE HRESULT D3DXCompileShader(
LPCSTR pSrcData,
UINT SrcDataLen,
CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pFunctionName,
LPCSTR pProfile,
DWORD Flags,
LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs,
LPD3DXCONSTANTTABLE* ppConstantTable);
#endif // USE_ACTUAL_DX
// fake D3D usage constant for SRGB tex creation
#define D3DUSAGE_TEXTURE_SRGB (0x80000000L)
#endif // DXABSTRACT_H