mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-09 01:03:51 +01:00
084e0e669a
The support for UINT shader constants added in this is just returning warnings in GLES drivers as this would need ES 3.0 git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6115 dfc29bdd-3216-0410-991c-e03cc46cb475
585 lines
19 KiB
C++
585 lines
19 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__
|
|
#define __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__
|
|
|
|
#include "IrrCompileConfig.h"
|
|
#ifdef _IRR_WINDOWS_
|
|
|
|
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
|
|
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
|
|
#include "irrMath.h" // needed by borland for sqrtf define
|
|
#endif
|
|
#include <d3d9.h>
|
|
|
|
#include "IMaterialRenderer.h"
|
|
#include "CD3D9Driver.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
namespace
|
|
{
|
|
D3DMATRIX UnitMatrixD3D9;
|
|
D3DMATRIX SphereMapMatrixD3D9;
|
|
inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i,
|
|
DWORD arg1, DWORD op, DWORD arg2)
|
|
{
|
|
dev->SetTextureStageState(i, D3DTSS_COLOROP, op);
|
|
dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
|
|
dev->SetTextureStageState(i, D3DTSS_COLORARG2, arg2);
|
|
}
|
|
inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
|
|
{
|
|
dev->SetTextureStageState(i, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
|
|
}
|
|
|
|
inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i,
|
|
DWORD arg1, DWORD op, DWORD arg2)
|
|
{
|
|
dev->SetTextureStageState(i, D3DTSS_ALPHAOP, op);
|
|
dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
|
|
dev->SetTextureStageState(i, D3DTSS_ALPHAARG2, arg2);
|
|
}
|
|
inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
|
|
{
|
|
dev->SetTextureStageState(i, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
|
|
}
|
|
} // anonymous namespace
|
|
|
|
//! Base class for all internal D3D9 material renderers
|
|
class CD3D9MaterialRenderer : public IMaterialRenderer
|
|
{
|
|
public:
|
|
|
|
//! Constructor
|
|
CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, CD3D9Driver* driver)
|
|
: pID3DDevice(d3ddev), Driver(driver)
|
|
{
|
|
}
|
|
|
|
virtual s32 getVariableID(bool vertexShader, const c8* name)
|
|
{
|
|
os::Printer::log("Invalid material to set variable in.");
|
|
return -1;
|
|
}
|
|
|
|
//! sets a variable in the shader.
|
|
//! \param vertexShader: True if this should be set in the vertex shader, false if
|
|
//! in the pixel shader.
|
|
//! \param index: Index of the variable
|
|
//! \param floats: Pointer to array of floats
|
|
//! \param count: Amount of floats in array.
|
|
virtual bool setVariable(bool vertexShader, s32 index, const f32* floats, int count)
|
|
{
|
|
os::Printer::log("Invalid material to set variable in.");
|
|
return false;
|
|
}
|
|
|
|
//! Int interface for the above.
|
|
virtual bool setVariable(bool vertexShader, s32 index, const s32* ints, int count)
|
|
{
|
|
os::Printer::log("Invalid material to set variable in.");
|
|
return false;
|
|
}
|
|
|
|
//! Uint interface for the above.
|
|
virtual bool setVariable(bool vertexShader, s32 index, const u32* ints, int count)
|
|
{
|
|
os::Printer::log("Invalid material to set variable in.");
|
|
return false;
|
|
}
|
|
|
|
protected:
|
|
|
|
IDirect3DDevice9* pID3DDevice;
|
|
CD3D9Driver* Driver;
|
|
};
|
|
|
|
|
|
//! Solid material renderer
|
|
class CD3D9MaterialRenderer_SOLID : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_SOLID(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
}
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
}
|
|
};
|
|
|
|
//! Generic Texture Blend
|
|
class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
// if (material.MaterialType != lastMaterial.MaterialType ||
|
|
// material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||
|
|
// resetAllRenderstates)
|
|
{
|
|
E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
|
|
E_MODULATE_FUNC modulate;
|
|
u32 alphaSource;
|
|
unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
|
|
|
|
Driver->getBridgeCalls()->setBlend(true);
|
|
Driver->getBridgeCalls()->setBlendFuncSeparate(Driver->getD3DBlend(srcRGBFact), Driver->getD3DBlend(dstRGBFact),
|
|
Driver->getD3DBlend(srcAlphaFact), Driver->getD3DBlend(dstAlphaFact));
|
|
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, Driver->getD3DModulate(modulate), D3DTA_DIFFUSE);
|
|
|
|
if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) ||
|
|
textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
|
|
{
|
|
if (alphaSource==EAS_VERTEX_COLOR)
|
|
{
|
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
|
|
}
|
|
else if (alphaSource==EAS_TEXTURE)
|
|
{
|
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
|
|
}
|
|
else
|
|
{
|
|
setTextureAlphaStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
}
|
|
}
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
Driver->getBridgeCalls()->setBlend(false);
|
|
}
|
|
|
|
//! Returns if the material is transparent.
|
|
/** The scene management needs to know this for being able to sort the
|
|
materials by opaque and transparent.
|
|
The return value could be optimized, but we'd need to know the
|
|
MaterialTypeParam for it. */
|
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
|
{
|
|
return true;
|
|
}
|
|
};
|
|
|
|
|
|
|
|
//! Solid 2 layer material renderer
|
|
class CD3D9MaterialRenderer_SOLID_2_LAYER : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_SOLID_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
//! Transparent add color material renderer
|
|
class CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
Driver->getBridgeCalls()->setBlend(true);
|
|
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
Driver->getBridgeCalls()->setBlend(false);
|
|
}
|
|
|
|
//! Returns if the material is transparent. The scene management needs to know this
|
|
//! for being able to sort the materials by opaque and transparent.
|
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
|
{
|
|
return true;
|
|
}
|
|
};
|
|
|
|
|
|
//! Transparent vertex alpha material renderer
|
|
class CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
Driver->getBridgeCalls()->setBlend(true);
|
|
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
Driver->getBridgeCalls()->setBlend(false);
|
|
}
|
|
|
|
//! Returns if the material is transparent. The scene management needs to know this
|
|
//! for being able to sort the materials by opaque and transparent.
|
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
|
{
|
|
return true;
|
|
}
|
|
};
|
|
|
|
|
|
//! Transparent alpha channel material renderer
|
|
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
Driver->getBridgeCalls()->setBlend(true);
|
|
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates
|
|
|| material.MaterialTypeParam != lastMaterial.MaterialTypeParam )
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
|
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, core::floor32(material.MaterialTypeParam * 255.f));
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
|
Driver->getBridgeCalls()->setBlend(false);
|
|
}
|
|
|
|
//! Returns if the material is transparent. The scene management needs to know this
|
|
//! for being able to sort the materials by opaque and transparent.
|
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
|
{
|
|
return true;
|
|
}
|
|
};
|
|
|
|
|
|
|
|
//! Transparent alpha channel material renderer
|
|
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
|
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
// 127 is required by EMT_TRANSPARENT_ALPHA_CHANNEL_REF
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, 127);
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
|
}
|
|
|
|
//! Returns if the material is transparent. The scene management needs to know this
|
|
//! for being able to sort the materials by opaque and transparent.
|
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
|
{
|
|
return false; // this material is not really transparent because it does no blending.
|
|
}
|
|
};
|
|
|
|
|
|
//! material renderer for all kinds of lightmaps
|
|
class CD3D9MaterialRenderer_LIGHTMAP : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_LIGHTMAP(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
if (material.MaterialType >= EMT_LIGHTMAP_LIGHTING)
|
|
{
|
|
// with lighting
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
}
|
|
else
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
|
|
}
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
|
|
|
|
setTextureColorStage(pID3DDevice, 1,
|
|
D3DTA_TEXTURE,
|
|
(material.MaterialType == EMT_LIGHTMAP_ADD)?
|
|
D3DTOP_ADD:
|
|
(material.MaterialType == EMT_LIGHTMAP_M4 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M4)?
|
|
D3DTOP_MODULATE4X:
|
|
(material.MaterialType == EMT_LIGHTMAP_M2 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M2)?
|
|
D3DTOP_MODULATE2X:
|
|
D3DTOP_MODULATE,
|
|
D3DTA_CURRENT);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
//! material renderer for detail maps
|
|
class CD3D9MaterialRenderer_DETAIL_MAP : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_DETAIL_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
setTextureColorStage(pID3DDevice, 1,
|
|
D3DTA_TEXTURE, D3DTOP_ADDSIGNED, D3DTA_CURRENT);
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
//! sphere map material renderer
|
|
class CD3D9MaterialRenderer_SPHERE_MAP : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_SPHERE_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &SphereMapMatrixD3D9 );
|
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
|
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
|
|
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &UnitMatrixD3D9 );
|
|
}
|
|
};
|
|
|
|
|
|
//! reflection 2 layer material renderer
|
|
class CD3D9MaterialRenderer_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_REFLECTION_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
|
|
setTextureColorStage(pID3DDevice, 1,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
|
|
|
|
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
|
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
|
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1);
|
|
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &UnitMatrixD3D9 );
|
|
}
|
|
};
|
|
|
|
|
|
//! reflection 2 layer material renderer
|
|
class CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
|
|
{
|
|
public:
|
|
|
|
CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
|
|
: CD3D9MaterialRenderer(p, d) {}
|
|
|
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
|
{
|
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
|
|
Driver->getBridgeCalls()->setBlend(true);
|
|
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
|
|
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
|
{
|
|
setTextureColorStage(pID3DDevice, 0,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
|
|
setTextureColorStage(pID3DDevice, 1,
|
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
|
|
setTextureAlphaStage(pID3DDevice, 1, D3DTA_CURRENT);
|
|
|
|
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
}
|
|
}
|
|
|
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
|
{
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
|
|
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &UnitMatrixD3D9);
|
|
Driver->getBridgeCalls()->setBlend(false);
|
|
}
|
|
|
|
//! Returns if the material is transparent. The scene management needs to know this
|
|
//! for being able to sort the materials by opaque and transparent.
|
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
|
{
|
|
return true;
|
|
}
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|