//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// dxabstract.h
//
//==================================================================================================
# ifndef DXABSTRACT_H
# define DXABSTRACT_H
# ifdef DX_TO_GL_ABSTRACTION
# include "togl/rendermechanism.h"
# include "tier0/platform.h"
# include "tier0/dbg.h"
# include "tier1/utlmap.h"
// turn this on to get refcount logging from IUnknown
# define IUNKNOWN_ALLOC_SPEW 0
# define IUNKNOWN_ALLOC_SPEW_MARK_ALL 0
TOGL_INTERFACE void toglGetClientRect ( VD3DHWND hWnd , RECT * destRect ) ;
struct TOGL_CLASS IUnknown
{
int m_refcount [ 2 ] ;
bool m_mark ;
IUnknown ( )
{
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 ( )
{
# 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
virtual ~ IDirect3DBaseTexture9 ( ) ;
D3DRESOURCETYPE TOGLMETHODCALLTYPE GetType ( ) ;
DWORD TOGLMETHODCALLTYPE GetLevelCount ( ) ;
HRESULT TOGLMETHODCALLTYPE GetLevelDesc ( UINT Level , D3DSURFACE_DESC * pDesc ) ;
} ;
struct TOGL_CLASS IDirect3DTexture9 : public IDirect3DBaseTexture9 // "Texture 2D"
{
IDirect3DSurface9 * m_surfZero ; // surf of top level.
virtual ~ IDirect3DTexture9 ( ) ;
HRESULT TOGLMETHODCALLTYPE LockRect ( UINT Level , D3DLOCKED_RECT * pLockedRect , CONST RECT * pRect , DWORD Flags ) ;
HRESULT TOGLMETHODCALLTYPE UnlockRect ( UINT Level ) ;
HRESULT TOGLMETHODCALLTYPE 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 TOGLMETHODCALLTYPE GetCubeMapSurface ( D3DCUBEMAP_FACES FaceType , UINT Level , IDirect3DSurface9 * * ppCubeMapSurface ) ;
HRESULT TOGLMETHODCALLTYPE 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 TOGLMETHODCALLTYPE LockBox ( UINT Level , D3DLOCKED_BOX * pLockedVolume , CONST D3DBOX * pBox , DWORD Flags ) ;
HRESULT TOGLMETHODCALLTYPE UnlockBox ( UINT Level ) ;
HRESULT TOGLMETHODCALLTYPE 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 TOGLMETHODCALLTYPE LockRect ( D3DLOCKED_RECT * pLockedRect , CONST RECT * pRect , DWORD Flags ) ;
HRESULT TOGLMETHODCALLTYPE UnlockRect ( ) ;
HRESULT TOGLMETHODCALLTYPE GetDesc ( D3DSURFACE_DESC * pDesc ) ;
D3DSURFACE_DESC m_desc ;
CGLMTex * m_tex ;
int m_face ;
int m_mip ;
} ;
struct TOGL_CLASS IDirect3D9 : public IUnknown
{
virtual ~ IDirect3D9 ( ) ;
UINT TOGLMETHODCALLTYPE GetAdapterCount ( ) ;
HRESULT TOGLMETHODCALLTYPE GetDeviceCaps ( UINT Adapter , D3DDEVTYPE DeviceType , D3DCAPS9 * pCaps ) ;
HRESULT TOGLMETHODCALLTYPE GetAdapterIdentifier ( UINT Adapter , DWORD Flags , D3DADAPTER_IDENTIFIER9 * pIdentifier ) ;
HRESULT TOGLMETHODCALLTYPE CheckDeviceFormat ( UINT Adapter , D3DDEVTYPE DeviceType , D3DFORMAT AdapterFormat , DWORD Usage , D3DRESOURCETYPE RType , D3DFORMAT CheckFormat ) ;
UINT TOGLMETHODCALLTYPE GetAdapterModeCount ( UINT Adapter , D3DFORMAT Format ) ;
HRESULT TOGLMETHODCALLTYPE EnumAdapterModes ( UINT Adapter , D3DFORMAT Format , UINT Mode , D3DDISPLAYMODE * pMode ) ;
HRESULT TOGLMETHODCALLTYPE CheckDeviceType ( UINT Adapter , D3DDEVTYPE DevType , D3DFORMAT AdapterFormat , D3DFORMAT BackBufferFormat , BOOL bWindowed ) ;
HRESULT TOGLMETHODCALLTYPE GetAdapterDisplayMode ( UINT Adapter , D3DDISPLAYMODE * pMode ) ;
HRESULT TOGLMETHODCALLTYPE CheckDepthStencilMatch ( UINT Adapter , D3DDEVTYPE DeviceType , D3DFORMAT AdapterFormat , D3DFORMAT RenderTargetFormat , D3DFORMAT DepthStencilFormat ) ;
HRESULT TOGLMETHODCALLTYPE CheckDeviceMultiSampleType ( UINT Adapter , D3DDEVTYPE DeviceType , D3DFORMAT SurfaceFormat , BOOL Windowed , D3DMULTISAMPLE_TYPE MultiSampleType , DWORD * pQualityLevels ) ;
HRESULT TOGLMETHODCALLTYPE CreateDevice ( UINT Adapter , D3DDEVTYPE DeviceType , VD3DHWND hFocusWindow , DWORD BehaviorFlags , D3DPRESENT_PARAMETERS * pPresentationParameters , IDirect3DDevice9 * * ppReturnedDeviceInterface ) ;
} ;
struct TOGL_CLASS IDirect3DVertexDeclaration9 : public IUnknown
{
IDirect3DDevice9 * m_device ;
uint m_elemCount ;
D3DVERTEXELEMENT9_GL m_elements [ MAX_D3DVERTEXELEMENTS ] ;
uint8 m_VertexAttribDescToStreamIndex [ 256 ] ;
virtual ~ IDirect3DVertexDeclaration9 ( ) ;
} ;
struct TOGL_CLASS IDirect3DQuery9 : public IDirect3DResource9 //was IUnknown
{
D3DQUERYTYPE m_type ; // D3DQUERYTYPE_OCCLUSION or D3DQUERYTYPE_EVENT
GLMContext * m_ctx ;
CGLMQuery * m_query ;
uintp m_nIssueStartThreadID , m_nIssueEndThreadID ;
uint m_nIssueStartDrawCallIndex , m_nIssueEndDrawCallIndex ;
uint m_nIssueStartFrameIndex , m_nIssueEndFrameIndex ;
uint m_nIssueStartQueryCreationCounter , m_nIssueEndQueryCreationCounter ;
virtual ~ IDirect3DQuery9 ( ) ;
HRESULT Issue ( DWORD dwIssueFlags ) ;
HRESULT GetData ( void * pData , DWORD dwSize , DWORD dwGetDataFlags ) ;
} ;
struct TOGL_CLASS IDirect3DVertexBuffer9 : public IDirect3DResource9 //was IUnknown
{
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 ( ) ;
void UnlockActualSize ( uint nActualSize , const void * pActualData = NULL ) ;
} ;
struct TOGL_CLASS IDirect3DIndexBuffer9 : public IDirect3DResource9 //was IUnknown
{
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 ( ) ;
void UnlockActualSize ( uint nActualSize , const void * pActualData = NULL ) ;
HRESULT GetDesc ( D3DINDEXBUFFER_DESC * pDesc ) ;
} ;
struct TOGL_CLASS IDirect3DPixelShader9 : public IDirect3DResource9 //was IUnknown
{
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...
uint m_pixSamplerTypes ; // SAMPLER_TYPE_2D, etc.
uint m_pixFragDataMask ; // (1<<n) mask of gl_FragData[n] referenced by this pixel shader
virtual ~ IDirect3DPixelShader9 ( ) ;
} ;
struct TOGL_CLASS IDirect3DVertexShader9 : public IDirect3DResource9 //was IUnknown
{
CGLMProgram * m_vtxProgram ;
uint m_vtxHighWater ; // count of active constant slots referenced by shader.
uint m_vtxHighWaterBone ;
unsigned char m_vtxAttribMap [ 16 ] ; // high nibble is usage, low nibble is usageindex, array position is attrib number
uint m_maxVertexAttrs ;
virtual ~ IDirect3DVertexShader9 ( ) ;
} ;
# ifdef _MSC_VER
typedef class TOGL_CLASS CUtlMemory < D3DMATRIX > CD3DMATRIXAllocator ;
typedef class TOGL_CLASS CUtlVector < D3DMATRIX , CD3DMATRIXAllocator > CD3DMATRIXStack ;
# else
typedef class CUtlMemory < D3DMATRIX > CD3DMATRIXAllocator ;
typedef class CUtlVector < D3DMATRIX , CD3DMATRIXAllocator > CD3DMATRIXStack ;
# endif
struct TOGL_CLASS ID3DXMatrixStack //: public IUnknown
{
int m_refcount [ 2 ] ;
bool m_mark ;
CD3DMATRIXStack m_stack ;
int m_stackTop ; // top of stack is at the highest index, this is that index. push increases, pop decreases.
ID3DXMatrixStack ( ) ;
void AddRef ( int which = 0 , char * comment = NULL ) ;
ULONG Release ( int which = 0 , char * comment = NULL ) ;
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 RenderTargetState_t
{
void clear ( ) { V_memset ( this , 0 , sizeof ( * this ) ) ; }
CGLMTex * m_pRenderTargets [ 4 ] ;
CGLMTex * m_pDepthStencil ;
inline bool RefersTo ( CGLMTex * pSurf ) const
{
for ( uint i = 0 ; i < 4 ; i + + )
if ( m_pRenderTargets [ i ] = = pSurf )
return true ;
if ( m_pDepthStencil = = pSurf )
return true ;
return false ;
}
static inline bool LessFunc ( const RenderTargetState_t & lhs , const RenderTargetState_t & rhs )
{
COMPILE_TIME_ASSERT ( sizeof ( lhs . m_pRenderTargets [ 0 ] ) = = sizeof ( uintp ) ) ;
uint64 lhs0 = reinterpret_cast < const uint64 * > ( lhs . m_pRenderTargets ) [ 0 ] ;
uint64 rhs0 = reinterpret_cast < const uint64 * > ( rhs . m_pRenderTargets ) [ 0 ] ;
if ( lhs0 < rhs0 )
return true ;
else if ( lhs0 = = rhs0 )
{
uint64 lhs1 = reinterpret_cast < const uint64 * > ( lhs . m_pRenderTargets ) [ 1 ] ;
uint64 rhs1 = reinterpret_cast < const uint64 * > ( rhs . m_pRenderTargets ) [ 1 ] ;
if ( lhs1 < rhs1 )
return true ;
else if ( lhs1 = = rhs1 )
{
return lhs . m_pDepthStencil < rhs . m_pDepthStencil ;
}
}
return false ;
}
inline bool operator < ( const RenderTargetState_t & rhs ) const
{
return LessFunc ( * this , rhs ) ;
}
} ;
typedef CUtlMap < RenderTargetState_t , CGLMFBO * > CGLMFBOMap ;
class simple_bitmap ;
struct TOGL_CLASS IDirect3DDevice9 : public IUnknown
{
friend class GLMContext ;
friend struct IDirect3DBaseTexture9 ;
friend struct IDirect3DTexture9 ;
friend struct IDirect3DCubeTexture9 ;
friend struct IDirect3DVolumeTexture9 ;
friend struct IDirect3DSurface9 ;
friend struct IDirect3DVertexBuffer9 ;
friend struct IDirect3DIndexBuffer9 ;
friend struct IDirect3DPixelShader9 ;
friend struct IDirect3DVertexShader9 ;
friend struct IDirect3DQuery9 ;
friend struct IDirect3DVertexDeclaration9 ;
IDirect3DDevice9 ( ) ;
virtual ~ IDirect3DDevice9 ( ) ;
// Create call invoked from IDirect3D9
HRESULT TOGLMETHODCALLTYPE Create ( IDirect3DDevice9Params * params ) ;
//
// Basics
//
HRESULT TOGLMETHODCALLTYPE Reset ( D3DPRESENT_PARAMETERS * pPresentationParameters ) ;
HRESULT TOGLMETHODCALLTYPE SetViewport ( CONST D3DVIEWPORT9 * pViewport ) ;
HRESULT TOGLMETHODCALLTYPE GetViewport ( D3DVIEWPORT9 * pViewport ) ;
HRESULT TOGLMETHODCALLTYPE BeginScene ( ) ;
HRESULT TOGLMETHODCALLTYPE Clear ( DWORD Count , CONST D3DRECT * pRects , DWORD Flags , D3DCOLOR Color , float Z , DWORD Stencil ) ;
HRESULT TOGLMETHODCALLTYPE EndScene ( ) ;
HRESULT TOGLMETHODCALLTYPE Present ( CONST RECT * pSourceRect , CONST RECT * pDestRect , VD3DHWND hDestWindowOverride , CONST RGNDATA * pDirtyRegion ) ;
// textures
HRESULT TOGLMETHODCALLTYPE CreateTexture ( UINT Width , UINT Height , UINT Levels , DWORD Usage , D3DFORMAT Format , D3DPOOL Pool , IDirect3DTexture9 * * ppTexture , VD3DHANDLE * pSharedHandle , char * debugLabel = NULL ) ;
HRESULT TOGLMETHODCALLTYPE CreateCubeTexture ( UINT EdgeLength , UINT Levels , DWORD Usage , D3DFORMAT Format , D3DPOOL Pool , IDirect3DCubeTexture9 * * ppCubeTexture , VD3DHANDLE * pSharedHandle , char * debugLabel = NULL ) ;
HRESULT TOGLMETHODCALLTYPE CreateVolumeTexture ( UINT Width , UINT Height , UINT Depth , UINT Levels , DWORD Usage , D3DFORMAT Format , D3DPOOL Pool , IDirect3DVolumeTexture9 * * ppVolumeTexture , VD3DHANDLE * pSharedHandle , char * debugLabel = NULL ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetTexture ( DWORD Stage , IDirect3DBaseTexture9 * pTexture ) ;
HRESULT TOGLMETHODCALLTYPE SetTextureNonInline ( DWORD Stage , IDirect3DBaseTexture9 * pTexture ) ;
HRESULT TOGLMETHODCALLTYPE GetTexture ( DWORD Stage , IDirect3DBaseTexture9 * * ppTexture ) ;
// render targets, color and depthstencil, surfaces, blit
HRESULT TOGLMETHODCALLTYPE CreateRenderTarget ( UINT Width , UINT Height , D3DFORMAT Format , D3DMULTISAMPLE_TYPE MultiSample , DWORD MultisampleQuality , BOOL Lockable , IDirect3DSurface9 * * ppSurface , VD3DHANDLE * pSharedHandle , char * debugLabel = NULL ) ;
HRESULT TOGLMETHODCALLTYPE SetRenderTarget ( DWORD RenderTargetIndex , IDirect3DSurface9 * pRenderTarget ) ;
HRESULT TOGLMETHODCALLTYPE GetRenderTarget ( DWORD RenderTargetIndex , IDirect3DSurface9 * * ppRenderTarget ) ;
HRESULT TOGLMETHODCALLTYPE CreateOffscreenPlainSurface ( UINT Width , UINT Height , D3DFORMAT Format , D3DPOOL Pool , IDirect3DSurface9 * * ppSurface , VD3DHANDLE * pSharedHandle ) ;
HRESULT TOGLMETHODCALLTYPE CreateDepthStencilSurface ( UINT Width , UINT Height , D3DFORMAT Format , D3DMULTISAMPLE_TYPE MultiSample , DWORD MultisampleQuality , BOOL Discard , IDirect3DSurface9 * * ppSurface , VD3DHANDLE * pSharedHandle ) ;
HRESULT TOGLMETHODCALLTYPE SetDepthStencilSurface ( IDirect3DSurface9 * pNewZStencil ) ;
HRESULT TOGLMETHODCALLTYPE GetDepthStencilSurface ( IDirect3DSurface9 * * ppZStencilSurface ) ;
HRESULT TOGLMETHODCALLTYPE GetRenderTargetData ( IDirect3DSurface9 * pRenderTarget , IDirect3DSurface9 * pDestSurface ) ; // ? is anyone using this ?
HRESULT TOGLMETHODCALLTYPE GetFrontBufferData ( UINT iSwapChain , IDirect3DSurface9 * pDestSurface ) ;
HRESULT TOGLMETHODCALLTYPE StretchRect ( IDirect3DSurface9 * pSourceSurface , CONST RECT * pSourceRect , IDirect3DSurface9 * pDestSurface , CONST RECT * pDestRect , D3DTEXTUREFILTERTYPE Filter ) ;
// pixel shaders
HRESULT TOGLMETHODCALLTYPE CreatePixelShader ( CONST DWORD * pFunction , IDirect3DPixelShader9 * * ppShader , const char * pShaderName , char * debugLabel = NULL , const uint32 * pCentroidMask = NULL ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetPixelShader ( IDirect3DPixelShader9 * pShader ) ;
HRESULT TOGLMETHODCALLTYPE SetPixelShaderNonInline ( IDirect3DPixelShader9 * pShader ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantF ( UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) ;
HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantFNonInline ( UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) ;
HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantB ( UINT StartRegister , CONST BOOL * pConstantData , UINT BoolCount ) ;
HRESULT TOGLMETHODCALLTYPE SetPixelShaderConstantI ( UINT StartRegister , CONST int * pConstantData , UINT Vector4iCount ) ;
// vertex shaders
HRESULT TOGLMETHODCALLTYPE CreateVertexShader ( CONST DWORD * pFunction , IDirect3DVertexShader9 * * ppShader , const char * pShaderName , char * debugLabel = NULL ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShader ( IDirect3DVertexShader9 * pShader ) ;
HRESULT TOGLMETHODCALLTYPE SetVertexShaderNonInline ( IDirect3DVertexShader9 * pShader ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantF ( UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) ;
HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantFNonInline ( UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantB ( UINT StartRegister , CONST BOOL * pConstantData , UINT BoolCount ) ;
HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantBNonInline ( UINT StartRegister , CONST BOOL * pConstantData , UINT BoolCount ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantI ( UINT StartRegister , CONST int * pConstantData , UINT Vector4iCount ) ;
HRESULT TOGLMETHODCALLTYPE SetVertexShaderConstantINonInline ( UINT StartRegister , CONST int * pConstantData , UINT Vector4iCount ) ;
// POSIX only - preheating for a specific vertex/pixel shader pair - trigger GLSL link inside GLM
HRESULT TOGLMETHODCALLTYPE LinkShaderPair ( IDirect3DVertexShader9 * vs , IDirect3DPixelShader9 * ps ) ;
HRESULT TOGLMETHODCALLTYPE ValidateShaderPair ( IDirect3DVertexShader9 * vs , IDirect3DPixelShader9 * ps ) ;
HRESULT TOGLMETHODCALLTYPE QueryShaderPair ( int index , GLMShaderPairInfo * infoOut ) ;
// vertex buffers
HRESULT TOGLMETHODCALLTYPE CreateVertexDeclaration ( CONST D3DVERTEXELEMENT9 * pVertexElements , IDirect3DVertexDeclaration9 * * ppDecl ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetVertexDeclaration ( IDirect3DVertexDeclaration9 * pDecl ) ;
HRESULT TOGLMETHODCALLTYPE SetVertexDeclarationNonInline ( IDirect3DVertexDeclaration9 * pDecl ) ;
HRESULT TOGLMETHODCALLTYPE SetFVF ( DWORD FVF ) ; // we might not be using these ?
HRESULT TOGLMETHODCALLTYPE GetFVF ( DWORD * pFVF ) ;
HRESULT CreateVertexBuffer ( UINT Length , DWORD Usage , DWORD FVF , D3DPOOL Pool , IDirect3DVertexBuffer9 * * ppVertexBuffer , VD3DHANDLE * pSharedHandle ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetStreamSource ( UINT StreamNumber , IDirect3DVertexBuffer9 * pStreamData , UINT OffsetInBytes , UINT Stride ) ;
HRESULT SetStreamSourceNonInline ( UINT StreamNumber , IDirect3DVertexBuffer9 * pStreamData , UINT OffsetInBytes , UINT Stride ) ;
// index buffers
HRESULT TOGLMETHODCALLTYPE CreateIndexBuffer ( UINT Length , DWORD Usage , D3DFORMAT Format , D3DPOOL Pool , IDirect3DIndexBuffer9 * * ppIndexBuffer , VD3DHANDLE * pSharedHandle ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetIndices ( IDirect3DIndexBuffer9 * pIndexData ) ;
HRESULT TOGLMETHODCALLTYPE SetIndicesNonInline ( IDirect3DIndexBuffer9 * pIndexData ) ;
// State management.
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetRenderStateInline ( D3DRENDERSTATETYPE State , DWORD Value ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetRenderStateConstInline ( D3DRENDERSTATETYPE State , DWORD Value ) ;
HRESULT TOGLMETHODCALLTYPE SetRenderState ( D3DRENDERSTATETYPE State , DWORD Value ) ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE SetSamplerState ( DWORD Sampler , D3DSAMPLERSTATETYPE Type , DWORD Value ) ;
HRESULT TOGLMETHODCALLTYPE SetSamplerStateNonInline ( DWORD Sampler , D3DSAMPLERSTATETYPE Type , DWORD Value ) ;
FORCEINLINE void TOGLMETHODCALLTYPE SetSamplerStates ( DWORD Sampler , DWORD AddressU , DWORD AddressV , DWORD AddressW , DWORD MinFilter , DWORD MagFilter , DWORD MipFilter , DWORD MinLod , float LodBias ) ;
void TOGLMETHODCALLTYPE SetSamplerStatesNonInline ( DWORD Sampler , DWORD AddressU , DWORD AddressV , DWORD AddressW , DWORD MinFilter , DWORD MagFilter , DWORD MipFilter , DWORD MinLod , float LodBias ) ;
# ifdef OSX
// required for 10.6 support
HRESULT TOGLMETHODCALLTYPE FlushIndexBindings ( void ) ; // push index buffer (set index ptr)
HRESULT TOGLMETHODCALLTYPE FlushVertexBindings ( uint baseVertexIndex ) ; // push vertex streams (set attrib ptrs)
# endif
// Draw.
HRESULT TOGLMETHODCALLTYPE DrawPrimitive ( D3DPRIMITIVETYPE PrimitiveType , UINT StartVertex , UINT PrimitiveCount ) ;
HRESULT TOGLMETHODCALLTYPE DrawIndexedPrimitive ( D3DPRIMITIVETYPE PrimitiveType , INT BaseVertexIndex , UINT MinVertexIndex , UINT NumVertices , UINT startIndex , UINT primCount ) ;
HRESULT TOGLMETHODCALLTYPE DrawIndexedPrimitiveUP ( D3DPRIMITIVETYPE PrimitiveType , UINT MinVertexIndex , UINT NumVertices , UINT PrimitiveCount , CONST void * pIndexData , D3DFORMAT IndexDataFormat , CONST void * pVertexStreamZeroData , UINT VertexStreamZeroStride ) ;
// misc
BOOL TOGLMETHODCALLTYPE ShowCursor ( BOOL bShow ) ;
HRESULT TOGLMETHODCALLTYPE ValidateDevice ( DWORD * pNumPasses ) ;
HRESULT TOGLMETHODCALLTYPE SetMaterial ( CONST D3DMATERIAL9 * pMaterial ) ;
HRESULT TOGLMETHODCALLTYPE LightEnable ( DWORD Index , BOOL Enable ) ;
HRESULT TOGLMETHODCALLTYPE SetScissorRect ( CONST RECT * pRect ) ;
HRESULT TOGLMETHODCALLTYPE CreateQuery ( D3DQUERYTYPE Type , IDirect3DQuery9 * * ppQuery ) ;
HRESULT TOGLMETHODCALLTYPE GetDeviceCaps ( D3DCAPS9 * pCaps ) ;
HRESULT TOGLMETHODCALLTYPE TestCooperativeLevel ( ) ;
HRESULT TOGLMETHODCALLTYPE EvictManagedResources ( ) ;
HRESULT TOGLMETHODCALLTYPE SetLight ( DWORD Index , CONST D3DLIGHT9 * ) ;
void TOGLMETHODCALLTYPE SetGammaRamp ( UINT iSwapChain , DWORD Flags , CONST D3DGAMMARAMP * pRamp ) ;
void TOGLMETHODCALLTYPE SaveGLState ( ) ;
void TOGLMETHODCALLTYPE RestoreGLState ( ) ;
// Talk to JasonM about this one. It's tricky in GL.
HRESULT TOGLMETHODCALLTYPE SetClipPlane ( DWORD Index , CONST float * pPlane ) ;
//
//
// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
//
//
HRESULT TOGLMETHODCALLTYPE SetTransform ( D3DTRANSFORMSTATETYPE State , CONST D3DMATRIX * pMatrix ) ;
HRESULT TOGLMETHODCALLTYPE SetTextureStageState ( DWORD Stage , D3DTEXTURESTAGESTATETYPE Type , DWORD Value ) ;
void TOGLMETHODCALLTYPE AcquireThreadOwnership ( ) ;
void TOGLMETHODCALLTYPE ReleaseThreadOwnership ( ) ;
inline uintp TOGLMETHODCALLTYPE GetCurrentOwnerThreadId ( ) const { return m_ctx - > m_nCurOwnerThreadId ; }
FORCEINLINE void TOGLMETHODCALLTYPE SetMaxUsedVertexShaderConstantsHint ( uint nMaxReg ) ;
void TOGLMETHODCALLTYPE SetMaxUsedVertexShaderConstantsHintNonInline ( uint nMaxReg ) ;
void DumpStatsToConsole ( const CCommand * pArgs ) ;
# if GLMDEBUG
void DumpTextures ( const CCommand * pArgs ) ;
# endif
private :
IDirect3DDevice9 ( const IDirect3DDevice9 & ) ;
IDirect3DDevice9 & operator = ( const IDirect3DDevice9 & ) ;
// Flushing changes to GL
void FlushClipPlaneEquation ( ) ;
void InitStates ( ) ;
void FullFlushStates ( ) ;
void UpdateBoundFBO ( ) ;
void ResetFBOMap ( ) ;
void ScrubFBOMap ( CGLMTex * pTex ) ;
// response to retired objects (when refcount goes to zero and they self-delete..)
void ReleasedVertexDeclaration ( IDirect3DVertexDeclaration9 * pDecl ) ;
void ReleasedTexture ( IDirect3DBaseTexture9 * baseTex ) ; // called from texture destructor - need to scrub samplers
void ReleasedCGLMTex ( CGLMTex * pTex ) ;
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
// Member variables
DWORD m_nValidMarker ;
public :
IDirect3DDevice9Params m_params ; // mirror of the creation inputs
private :
// D3D flavor stuff
IDirect3DSurface9 * m_pRenderTargets [ 4 ] ;
IDirect3DSurface9 * m_pDepthStencil ;
IDirect3DSurface9 * m_pDefaultColorSurface ; // default color surface.
IDirect3DSurface9 * m_pDefaultDepthStencilSurface ; // queried by GetDepthStencilSurface.
IDirect3DVertexDeclaration9 * m_pVertDecl ; // Set by SetVertexDeclaration...
D3DStreamDesc m_streams [ D3D_MAX_STREAMS ] ; // Set by SetStreamSource..
CGLMBuffer * m_vtx_buffers [ D3D_MAX_STREAMS ] ;
CGLMBuffer * m_pDummy_vtx_buffer ;
D3DIndexDesc m_indices ; // Set by SetIndices..
IDirect3DVertexShader9 * m_vertexShader ; // Set by SetVertexShader...
IDirect3DPixelShader9 * m_pixelShader ; // Set by SetPixelShader...
IDirect3DBaseTexture9 * m_textures [ GLM_SAMPLER_COUNT ] ; // set by SetTexture... NULL if stage inactive
// GLM flavor stuff
GLMContext * m_ctx ;
CGLMFBOMap * m_pFBOs ;
bool m_bFBODirty ;
struct ObjectStats_t
{
int m_nTotalFBOs ;
int m_nTotalVertexShaders ;
int m_nTotalPixelShaders ;
int m_nTotalVertexDecls ;
int m_nTotalIndexBuffers ;
int m_nTotalVertexBuffers ;
int m_nTotalRenderTargets ;
int m_nTotalTextures ;
int m_nTotalSurfaces ;
int m_nTotalQueries ;
void clear ( ) { V_memset ( this , 0 , sizeof ( * this ) ) ; }
ObjectStats_t & operator - = ( const ObjectStats_t & rhs )
{
m_nTotalFBOs - = rhs . m_nTotalFBOs ;
m_nTotalVertexShaders - = rhs . m_nTotalVertexShaders ;
m_nTotalPixelShaders - = rhs . m_nTotalPixelShaders ;
m_nTotalVertexDecls - = rhs . m_nTotalVertexDecls ;
m_nTotalIndexBuffers - = rhs . m_nTotalIndexBuffers ;
m_nTotalVertexBuffers - = rhs . m_nTotalVertexBuffers ;
m_nTotalRenderTargets - = rhs . m_nTotalRenderTargets ;
m_nTotalTextures - = rhs . m_nTotalTextures ;
m_nTotalSurfaces - = rhs . m_nTotalSurfaces ;
m_nTotalQueries - = m_nTotalQueries ;
return * this ;
}
} ;
ObjectStats_t m_ObjectStats ;
ObjectStats_t m_PrevObjectStats ;
void PrintObjectStats ( const ObjectStats_t & stats ) ;
// 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[GLM_SAMPLER_COUNT];
} gl ;
# if GL_BATCH_PERF_ANALYSIS
simple_bitmap * m_pBatch_vis_bitmap ;
uint m_nBatchVisY ;
uint m_nBatchVisFrameIndex , m_nBatchVisFileIdx ;
uint m_nNumProgramChanges ;
uint m_nTotalD3DCalls ;
double m_flTotalD3DTime ;
uint m_nTotalGLCalls ;
double m_flTotalGLTime ;
uint m_nTotalPrims ;
uint m_nOverallProgramChanges ;
uint m_nOverallDraws ;
uint m_nOverallPrims ;
uint m_nOverallD3DCalls ;
double m_flOverallD3DTime ;
uint m_nOverallGLCalls ;
double m_flOverallGLTime ;
double m_flOverallPresentTime ;
double m_flOverallPresentTimeSquared ;
double m_flOverallSwapWindowTime ;
double m_flOverallSwapWindowTimeSquared ;
uint m_nOverallPresents ;
# endif
} ;
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetSamplerState ( DWORD Sampler , D3DSAMPLERSTATETYPE Type , DWORD Value )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetSamplerStateNonInline ( Sampler , Type , Value ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
Assert ( Sampler < GLM_SAMPLER_COUNT ) ;
m_ctx - > SetSamplerDirty ( Sampler ) ;
switch ( Type )
{
case D3DSAMP_ADDRESSU :
m_ctx - > SetSamplerAddressU ( Sampler , Value ) ;
break ;
case D3DSAMP_ADDRESSV :
m_ctx - > SetSamplerAddressV ( Sampler , Value ) ;
break ;
case D3DSAMP_ADDRESSW :
m_ctx - > SetSamplerAddressW ( Sampler , Value ) ;
break ;
case D3DSAMP_BORDERCOLOR :
m_ctx - > SetSamplerBorderColor ( Sampler , Value ) ;
break ;
case D3DSAMP_MAGFILTER :
m_ctx - > SetSamplerMagFilter ( Sampler , Value ) ;
break ;
case D3DSAMP_MIPFILTER :
m_ctx - > SetSamplerMipFilter ( Sampler , Value ) ;
break ;
case D3DSAMP_MINFILTER :
m_ctx - > SetSamplerMinFilter ( Sampler , Value ) ;
break ;
case D3DSAMP_MIPMAPLODBIAS :
m_ctx - > SetSamplerMipMapLODBias ( Sampler , Value ) ;
break ;
case D3DSAMP_MAXMIPLEVEL :
m_ctx - > SetSamplerMaxMipLevel ( Sampler , Value ) ;
break ;
case D3DSAMP_MAXANISOTROPY :
m_ctx - > SetSamplerMaxAnisotropy ( Sampler , Value ) ;
break ;
case D3DSAMP_SRGBTEXTURE :
//m_samplers[ Sampler ].m_srgb = Value;
m_ctx - > SetSamplerSRGBTexture ( Sampler , Value ) ;
break ;
case D3DSAMP_SHADOWFILTER :
m_ctx - > SetShadowFilter ( Sampler , Value ) ;
break ;
default : DXABSTRACT_BREAK_ON_ERROR ( ) ; break ;
}
return S_OK ;
# endif
}
FORCEINLINE void TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetSamplerStates (
DWORD Sampler , DWORD AddressU , DWORD AddressV , DWORD AddressW ,
DWORD MinFilter , DWORD MagFilter , DWORD MipFilter , DWORD MinLod ,
float LodBias )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
SetSamplerStatesNonInline ( Sampler , AddressU , AddressV , AddressW , MinFilter , MagFilter , MipFilter , MinLod , LodBias ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
Assert ( Sampler < GLM_SAMPLER_COUNT ) ;
m_ctx - > SetSamplerDirty ( Sampler ) ;
m_ctx - > SetSamplerStates ( Sampler , AddressU , AddressV , AddressW , MinFilter , MagFilter , MipFilter , MinLod , LodBias ) ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetTexture ( DWORD Stage , IDirect3DBaseTexture9 * pTexture )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetTextureNonInline ( Stage , pTexture ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
Assert ( Stage < GLM_SAMPLER_COUNT ) ;
m_textures [ Stage ] = pTexture ;
m_ctx - > SetSamplerTex ( Stage , pTexture ? pTexture - > m_tex : NULL ) ;
return S_OK ;
# endif
}
inline GLenum D3DCompareFuncToGL ( DWORD function )
{
switch ( function )
{
case D3DCMP_NEVER : return GL_NEVER ; // Always fail the test.
case D3DCMP_LESS : return GL_LESS ; // Accept the new pixel if its value is less than the value of the current pixel.
case D3DCMP_EQUAL : return GL_EQUAL ; // Accept the new pixel if its value equals the value of the current pixel.
case D3DCMP_LESSEQUAL : return GL_LEQUAL ; // Accept the new pixel if its value is less than or equal to the value of the current pixel. **
case D3DCMP_GREATER : return GL_GREATER ; // Accept the new pixel if its value is greater than the value of the current pixel.
case D3DCMP_NOTEQUAL : return GL_NOTEQUAL ; // Accept the new pixel if its value does not equal the value of the current pixel.
case D3DCMP_GREATEREQUAL : return GL_GEQUAL ; // Accept the new pixel if its value is greater than or equal to the value of the current pixel.
case D3DCMP_ALWAYS : return GL_ALWAYS ; // Always pass the test.
default : DXABSTRACT_BREAK_ON_ERROR ( ) ; return 0xFFFFFFFF ;
}
}
FORCEINLINE GLenum D3DBlendOperationToGL ( DWORD operation )
{
switch ( operation )
{
case D3DBLENDOP_ADD : return GL_FUNC_ADD ; // The result is the destination added to the source. Result = Source + Destination
case D3DBLENDOP_SUBTRACT : return GL_FUNC_SUBTRACT ; // The result is the destination subtracted from to the source. Result = Source - Destination
case D3DBLENDOP_REVSUBTRACT : return GL_FUNC_REVERSE_SUBTRACT ; // The result is the source subtracted from the destination. Result = Destination - Source
case D3DBLENDOP_MIN : return GL_MIN ; // The result is the minimum of the source and destination. Result = MIN(Source, Destination)
case D3DBLENDOP_MAX : return GL_MAX ; // The result is the maximum of the source and destination. Result = MAX(Source, Destination)
default :
DXABSTRACT_BREAK_ON_ERROR ( ) ;
return 0xFFFFFFFF ;
break ;
}
}
FORCEINLINE GLenum D3DBlendFactorToGL ( DWORD equation )
{
switch ( equation )
{
case D3DBLEND_ZERO : return GL_ZERO ; // Blend factor is (0, 0, 0, 0).
case D3DBLEND_ONE : return GL_ONE ; // Blend factor is (1, 1, 1, 1).
case D3DBLEND_SRCCOLOR : return GL_SRC_COLOR ; // Blend factor is (Rs, Gs, Bs, As).
case D3DBLEND_INVSRCCOLOR : return GL_ONE_MINUS_SRC_COLOR ; // Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).
case D3DBLEND_SRCALPHA : return GL_SRC_ALPHA ; // Blend factor is (As, As, As, As).
case D3DBLEND_INVSRCALPHA : return GL_ONE_MINUS_SRC_ALPHA ; // Blend factor is ( 1 - As, 1 - As, 1 - As, 1 - As).
case D3DBLEND_DESTALPHA : return GL_DST_ALPHA ; // Blend factor is (Ad Ad Ad Ad).
case D3DBLEND_INVDESTALPHA : return GL_ONE_MINUS_DST_ALPHA ; // Blend factor is (1 - Ad 1 - Ad 1 - Ad 1 - Ad).
case D3DBLEND_DESTCOLOR : return GL_DST_COLOR ; // Blend factor is (Rd, Gd, Bd, Ad).
case D3DBLEND_INVDESTCOLOR : return GL_ONE_MINUS_DST_COLOR ; // Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).
case D3DBLEND_SRCALPHASAT : return GL_SRC_ALPHA_SATURATE ; // Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).
/*
// these are weird.... break if we hit them
case D3DBLEND_BOTHSRCALPHA : Assert ( 0 ) ; return GL_ZERO ; // Obsolete. Starting with DirectX 6, you can achieve the same effect by setting the source and destination blend factors to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA in separate calls.
case D3DBLEND_BOTHINVSRCALPHA : Assert ( 0 ) ; return GL_ZERO ; // Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As), and destination blend factor is (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the D3DRS_SRCBLEND render state.
case D3DBLEND_BLENDFACTOR : Assert ( 0 ) ; return GL_ZERO ; // Constant color blending factor used by the frame-buffer blender. This blend mode is supported only if D3DPBLENDCAPS_BLENDFACTOR is set in the SrcBlendCaps or DestBlendCaps members of D3DCAPS9.
dxabstract . h has not heard of these , so let them hit the debugger if they come through
case D3DBLEND_INVBLENDFACTOR : //Inverted constant color-blending factor used by the frame-buffer blender. This blend mode is supported only if the D3DPBLENDCAPS_BLENDFACTOR bit is set in the SrcBlendCaps or DestBlendCaps members of D3DCAPS9.
case D3DBLEND_SRCCOLOR2 : // Blend factor is (PSOutColor[1]r, PSOutColor[1]g, PSOutColor[1]b, not used). This flag is available in Direct3D 9Ex only.
case D3DBLEND_INVSRCCOLOR2 : // Blend factor is (1 - PSOutColor[1]r, 1 - PSOutColor[1]g, 1 - PSOutColor[1]b, not used)). This flag is available in Direct3D 9Ex only.
*/
default :
DXABSTRACT_BREAK_ON_ERROR ( ) ;
return 0xFFFFFFFF ;
break ;
}
}
FORCEINLINE GLenum D3DStencilOpToGL ( DWORD operation )
{
switch ( operation )
{
case D3DSTENCILOP_KEEP : return GL_KEEP ;
case D3DSTENCILOP_ZERO : return GL_ZERO ;
case D3DSTENCILOP_REPLACE : return GL_REPLACE ;
case D3DSTENCILOP_INCRSAT : return GL_INCR ;
case D3DSTENCILOP_DECRSAT : return GL_DECR ;
case D3DSTENCILOP_INVERT : return GL_INVERT ;
case D3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT ;
case D3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT ;
default : DXABSTRACT_BREAK_ON_ERROR ( ) ; return 0xFFFFFFFF ;
}
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetRenderStateInline ( D3DRENDERSTATETYPE State , DWORD Value )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetRenderState ( State , Value ) ;
# else
TOGL_NULL_DEVICE_CHECK ;
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
switch ( State )
{
case D3DRS_ZENABLE : // kGLDepthTestEnable
{
gl . m_DepthTestEnable . enable = Value ;
m_ctx - > WriteDepthTestEnable ( & gl . m_DepthTestEnable ) ;
break ;
}
case D3DRS_ZWRITEENABLE : // kGLDepthMask
{
gl . m_DepthMask . mask = Value ;
m_ctx - > WriteDepthMask ( & gl . m_DepthMask ) ;
break ;
}
case D3DRS_ZFUNC :
{
// kGLDepthFunc
GLenum func = D3DCompareFuncToGL ( Value ) ;
gl . m_DepthFunc . func = func ;
m_ctx - > WriteDepthFunc ( & gl . m_DepthFunc ) ;
break ;
}
case D3DRS_COLORWRITEENABLE : // kGLColorMaskSingle
{
gl . m_ColorMaskSingle . r = ( ( Value & D3DCOLORWRITEENABLE_RED ) ! = 0 ) ? 0xFF : 0x00 ;
gl . m_ColorMaskSingle . g = ( ( Value & D3DCOLORWRITEENABLE_GREEN ) ! = 0 ) ? 0xFF : 0x00 ;
gl . m_ColorMaskSingle . b = ( ( Value & D3DCOLORWRITEENABLE_BLUE ) ! = 0 ) ? 0xFF : 0x00 ;
gl . m_ColorMaskSingle . a = ( ( Value & D3DCOLORWRITEENABLE_ALPHA ) ! = 0 ) ? 0xFF : 0x00 ;
m_ctx - > WriteColorMaskSingle ( & gl . m_ColorMaskSingle ) ;
break ;
}
case D3DRS_CULLMODE : // kGLCullFaceEnable / kGLCullFrontFace
{
switch ( Value )
{
case D3DCULL_NONE :
{
gl . m_CullFaceEnable . enable = false ;
gl . m_CullFrontFace . value = GL_CCW ; //doesn't matter
m_ctx - > WriteCullFaceEnable ( & gl . m_CullFaceEnable ) ;
m_ctx - > WriteCullFrontFace ( & gl . m_CullFrontFace ) ;
break ;
}
case D3DCULL_CW :
{
gl . m_CullFaceEnable . enable = true ;
gl . m_CullFrontFace . value = GL_CW ; //origGL_CCW;
m_ctx - > WriteCullFaceEnable ( & gl . m_CullFaceEnable ) ;
m_ctx - > WriteCullFrontFace ( & gl . m_CullFrontFace ) ;
break ;
}
case D3DCULL_CCW :
{
gl . m_CullFaceEnable . enable = true ;
gl . m_CullFrontFace . value = GL_CCW ; //origGL_CW;
m_ctx - > WriteCullFaceEnable ( & gl . m_CullFaceEnable ) ;
m_ctx - > WriteCullFrontFace ( & gl . m_CullFrontFace ) ;
break ;
}
default :
{
DXABSTRACT_BREAK_ON_ERROR ( ) ;
break ;
}
}
break ;
}
//-------------------------------------------------------------------------------------------- alphablend stuff
case D3DRS_ALPHABLENDENABLE : // kGLBlendEnable
{
gl . m_BlendEnable . enable = Value ;
m_ctx - > WriteBlendEnable ( & gl . m_BlendEnable ) ;
break ;
}
case D3DRS_BLENDOP : // kGLBlendEquation // D3D blend-op ==> GL blend equation
{
GLenum equation = D3DBlendOperationToGL ( Value ) ;
gl . m_BlendEquation . equation = equation ;
m_ctx - > WriteBlendEquation ( & gl . m_BlendEquation ) ;
break ;
}
case D3DRS_SRCBLEND : // kGLBlendFactor // D3D blend-factor ==> GL blend factor
case D3DRS_DESTBLEND : // kGLBlendFactor
{
GLenum factor = D3DBlendFactorToGL ( Value ) ;
if ( State = = D3DRS_SRCBLEND )
{
gl . m_BlendFactor . srcfactor = factor ;
}
else
{
gl . m_BlendFactor . dstfactor = factor ;
}
m_ctx - > WriteBlendFactor ( & gl . m_BlendFactor ) ;
break ;
}
case D3DRS_SRGBWRITEENABLE : // kGLBlendEnableSRGB
{
gl . m_BlendEnableSRGB . enable = Value ;
m_ctx - > WriteBlendEnableSRGB ( & gl . m_BlendEnableSRGB ) ;
break ;
}
//-------------------------------------------------------------------------------------------- alphatest stuff
case D3DRS_ALPHATESTENABLE :
{
gl . m_AlphaTestEnable . enable = Value ;
m_ctx - > WriteAlphaTestEnable ( & gl . m_AlphaTestEnable ) ;
break ;
}
case D3DRS_ALPHAREF :
{
gl . m_AlphaTestFunc . ref = Value / 255.0f ;
m_ctx - > WriteAlphaTestFunc ( & gl . m_AlphaTestFunc ) ;
break ;
}
case D3DRS_ALPHAFUNC :
{
GLenum func = D3DCompareFuncToGL ( Value ) ; ;
gl . m_AlphaTestFunc . func = func ;
m_ctx - > WriteAlphaTestFunc ( & gl . m_AlphaTestFunc ) ;
break ;
}
//-------------------------------------------------------------------------------------------- stencil stuff
case D3DRS_STENCILENABLE : // GLStencilTestEnable_t
{
gl . m_StencilTestEnable . enable = Value ;
m_ctx - > WriteStencilTestEnable ( & gl . m_StencilTestEnable ) ;
break ;
}
case D3DRS_STENCILFAIL : // GLStencilOp_t "what do you do if stencil test fails"
{
GLenum stencilop = D3DStencilOpToGL ( Value ) ;
gl . m_StencilOp . sfail = stencilop ;
m_ctx - > WriteStencilOp ( & gl . m_StencilOp , 0 ) ;
m_ctx - > WriteStencilOp ( & gl . m_StencilOp , 1 ) ; // ********* need to recheck this
break ;
}
case D3DRS_STENCILZFAIL : // GLStencilOp_t "what do you do if stencil test passes *but* depth test fails, if depth test happened"
{
GLenum stencilop = D3DStencilOpToGL ( Value ) ;
gl . m_StencilOp . dpfail = stencilop ;
m_ctx - > WriteStencilOp ( & gl . m_StencilOp , 0 ) ;
m_ctx - > WriteStencilOp ( & gl . m_StencilOp , 1 ) ; // ********* need to recheck this
break ;
}
case D3DRS_STENCILPASS : // GLStencilOp_t "what do you do if stencil test and depth test both pass"
{
GLenum stencilop = D3DStencilOpToGL ( Value ) ;
gl . m_StencilOp . dppass = stencilop ;
m_ctx - > WriteStencilOp ( & gl . m_StencilOp , 0 ) ;
m_ctx - > WriteStencilOp ( & gl . m_StencilOp , 1 ) ; // ********* need to recheck this
break ;
}
case D3DRS_STENCILFUNC : // GLStencilFunc_t
{
GLenum stencilfunc = D3DCompareFuncToGL ( Value ) ;
gl . m_StencilFunc . frontfunc = gl . m_StencilFunc . backfunc = stencilfunc ;
m_ctx - > WriteStencilFunc ( & gl . m_StencilFunc ) ;
break ;
}
case D3DRS_STENCILREF : // GLStencilFunc_t
{
gl . m_StencilFunc . ref = Value ;
m_ctx - > WriteStencilFunc ( & gl . m_StencilFunc ) ;
break ;
}
case D3DRS_STENCILMASK : // GLStencilFunc_t
{
gl . m_StencilFunc . mask = Value ;
m_ctx - > WriteStencilFunc ( & gl . m_StencilFunc ) ;
break ;
}
case D3DRS_STENCILWRITEMASK : // GLStencilWriteMask_t
{
gl . m_StencilWriteMask . mask = Value ;
m_ctx - > WriteStencilWriteMask ( & gl . m_StencilWriteMask ) ;
break ;
}
case D3DRS_FOGENABLE : // none of these are implemented yet... erk
{
gl . m_FogEnable = ( Value ! = 0 ) ;
GLMPRINTF ( ( " -D- fogenable = %d " , Value ) ) ;
break ;
}
case D3DRS_SCISSORTESTENABLE : // kGLScissorEnable
{
gl . m_ScissorEnable . enable = Value ;
m_ctx - > WriteScissorEnable ( & gl . m_ScissorEnable ) ;
break ;
}
case D3DRS_DEPTHBIAS : // kGLDepthBias
{
// the value in the dword is actually a float
float fvalue = * ( float * ) & Value ;
gl . m_DepthBias . units = fvalue ;
m_ctx - > WriteDepthBias ( & gl . m_DepthBias ) ;
break ;
}
// good ref on these: http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/
case D3DRS_SLOPESCALEDEPTHBIAS :
{
// the value in the dword is actually a float
float fvalue = * ( float * ) & Value ;
gl . m_DepthBias . factor = fvalue ;
m_ctx - > WriteDepthBias ( & gl . m_DepthBias ) ;
break ;
}
// Alpha to coverage
case D3DRS_ADAPTIVETESS_Y :
{
gl . m_AlphaToCoverageEnable . enable = Value ;
m_ctx - > WriteAlphaToCoverageEnable ( & gl . m_AlphaToCoverageEnable ) ;
break ;
}
case D3DRS_CLIPPLANEENABLE : // kGLClipPlaneEnable
{
// d3d packs all the enables into one word.
// we break that out so we don't do N glEnable calls to sync -
// GLM is tracking one unique enable per plane.
for ( int i = 0 ; i < kGLMUserClipPlanes ; i + + )
{
gl . m_ClipPlaneEnable [ i ] . enable = ( Value & ( 1 < < i ) ) ! = 0 ;
}
for ( int x = 0 ; x < kGLMUserClipPlanes ; x + + )
m_ctx - > WriteClipPlaneEnable ( & gl . m_ClipPlaneEnable [ x ] , x ) ;
break ;
}
//-------------------------------------------------------------------------------------------- polygon/fill mode
case D3DRS_FILLMODE :
{
GLuint mode = 0 ;
switch ( Value )
{
case D3DFILL_POINT : mode = GL_POINT ; break ;
case D3DFILL_WIREFRAME : mode = GL_LINE ; break ;
case D3DFILL_SOLID : mode = GL_FILL ; break ;
default : DXABSTRACT_BREAK_ON_ERROR ( ) ; break ;
}
gl . m_PolygonMode . values [ 0 ] = gl . m_PolygonMode . values [ 1 ] = mode ;
m_ctx - > WritePolygonMode ( & gl . m_PolygonMode ) ;
break ;
}
}
return S_OK ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetRenderStateConstInline ( D3DRENDERSTATETYPE State , DWORD Value )
{
// State is a compile time constant - luckily no need to do anything special to get the compiler to optimize this case.
return SetRenderStateInline ( State , Value ) ;
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetIndices ( IDirect3DIndexBuffer9 * pIndexData )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetIndicesNonInline ( pIndexData ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
// just latch it.
m_indices . m_idxBuffer = pIndexData ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetStreamSource ( UINT StreamNumber , IDirect3DVertexBuffer9 * pStreamData , UINT OffsetInBytes , UINT Stride )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetStreamSourceNonInline ( StreamNumber , pStreamData , OffsetInBytes , Stride ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
Assert ( StreamNumber < D3D_MAX_STREAMS ) ;
Assert ( ( Stride & 3 ) = = 0 ) ; // we support non-DWORD aligned strides, but on some drivers (like AMD's) perf goes off a cliff
// perfectly legal to see a vertex buffer of NULL get passed in here.
// so we need an array to track these.
// OK, we are being given the stride, we don't need to calc it..
GLMPRINTF ( ( " -X- IDirect3DDevice9::SetStreamSource setting stream #%d to D3D buf %p (GL name %d); offset %d, stride %d " , StreamNumber , pStreamData , ( pStreamData ) ? pStreamData - > m_vtxBuffer - > m_name : - 1 , OffsetInBytes , Stride ) ) ;
if ( ! pStreamData )
{
OffsetInBytes = 0 ;
Stride = 0 ;
m_vtx_buffers [ StreamNumber ] = m_pDummy_vtx_buffer ;
}
else
{
// We do not support strides of 0
Assert ( Stride > 0 ) ;
m_vtx_buffers [ StreamNumber ] = pStreamData - > m_vtxBuffer ;
}
m_streams [ StreamNumber ] . m_vtxBuffer = pStreamData ;
m_streams [ StreamNumber ] . m_offset = OffsetInBytes ;
m_streams [ StreamNumber ] . m_stride = Stride ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetVertexShaderConstantF ( UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) // groups of 4 floats!
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetVertexShaderConstantFNonInline ( StartRegister , pConstantData , Vector4fCount ) ;
# else
TOGL_NULL_DEVICE_CHECK ;
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetProgramParametersF ( kGLMVertexProgram , StartRegister , ( float * ) pConstantData , Vector4fCount ) ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetVertexShaderConstantB ( UINT StartRegister , CONST BOOL * pConstantData , UINT BoolCount )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetVertexShaderConstantBNonInline ( StartRegister , pConstantData , BoolCount ) ;
# else
TOGL_NULL_DEVICE_CHECK ;
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetProgramParametersB ( kGLMVertexProgram , StartRegister , ( int * ) pConstantData , BoolCount ) ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT IDirect3DDevice9 : : SetVertexShaderConstantI ( UINT StartRegister , CONST int * pConstantData , UINT Vector4iCount ) // groups of 4 ints!
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetVertexShaderConstantINonInline ( StartRegister , pConstantData , Vector4iCount ) ;
# else
TOGL_NULL_DEVICE_CHECK ;
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetProgramParametersI ( kGLMVertexProgram , StartRegister , ( int * ) pConstantData , Vector4iCount ) ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetPixelShaderConstantF ( UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetPixelShaderConstantFNonInline ( StartRegister , pConstantData , Vector4fCount ) ;
# else
TOGL_NULL_DEVICE_CHECK ;
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetProgramParametersF ( kGLMFragmentProgram , StartRegister , ( float * ) pConstantData , Vector4fCount ) ;
return S_OK ;
# endif
}
HRESULT IDirect3DDevice9 : : SetVertexShader ( IDirect3DVertexShader9 * pShader )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetVertexShaderNonInline ( pShader ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetVertexProgram ( pShader ? pShader - > m_vtxProgram : NULL ) ;
m_vertexShader = pShader ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT TOGLMETHODCALLTYPE IDirect3DDevice9 : : SetPixelShader ( IDirect3DPixelShader9 * pShader )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetPixelShaderNonInline ( pShader ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetFragmentProgram ( pShader ? pShader - > m_pixProgram : NULL ) ;
m_pixelShader = pShader ;
return S_OK ;
# endif
}
FORCEINLINE HRESULT IDirect3DDevice9 : : SetVertexDeclaration ( IDirect3DVertexDeclaration9 * pDecl )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetVertexDeclarationNonInline ( pDecl ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_pVertDecl = pDecl ;
return S_OK ;
# endif
}
FORCEINLINE void IDirect3DDevice9 : : SetMaxUsedVertexShaderConstantsHint ( uint nMaxReg )
{
# if GLMDEBUG || GL_BATCH_PERF_ANALYSIS
return SetMaxUsedVertexShaderConstantsHintNonInline ( nMaxReg ) ;
# else
Assert ( GetCurrentOwnerThreadId ( ) = = ThreadGetCurrentId ( ) ) ;
m_ctx - > SetMaxUsedVertexShaderConstantsHint ( nMaxReg ) ;
# endif
}
// ------------------------------------------------------------------------------------------------------------------------------ //
// D3DX
// ------------------------------------------------------------------------------------------------------------------------------ //
struct ID3DXInclude
{
virtual HRESULT Open ( D3DXINCLUDE_TYPE IncludeType , LPCSTR pFileName , LPCVOID pParentData , LPCVOID * ppData , UINT * pBytes ) ;
virtual HRESULT Close ( LPCVOID pData ) ;
} ;
typedef ID3DXInclude * LPD3DXINCLUDE ;
struct TOGL_CLASS ID3DXBuffer : public IUnknown
{
void * GetBufferPointer ( ) ;
DWORD GetBufferSize ( ) ;
} ;
typedef ID3DXBuffer * LPD3DXBUFFER ;
class ID3DXConstantTable : public IUnknown
{
} ;
typedef ID3DXConstantTable * LPD3DXCONSTANTTABLE ;
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 ) ;
// fake D3D usage constant for SRGB tex creation
# define D3DUSAGE_TEXTURE_SRGB (0x80000000L)
# else
//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 ;
# endif // DX_TO_GL_ABSTRACTION
# endif // DXABSTRACT_H