/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreD3D9Mappings.h" #include "OgreString.h" #include "OgreStringConverter.h" #include "OgreLogManager.h" #include "OgreException.h" namespace Ogre { //--------------------------------------------------------------------- DWORD D3D9Mappings::get(ShadeOptions so) { switch( so ) { case SO_FLAT: return D3DSHADE_FLAT; case SO_GOURAUD: return D3DSHADE_GOURAUD; case SO_PHONG: return D3DSHADE_PHONG; } return 0; } //--------------------------------------------------------------------- D3DLIGHTTYPE D3D9Mappings::get(Ogre::Light::LightTypes lightType) { switch( lightType ) { case Light::LT_POINT: return D3DLIGHT_POINT; case Light::LT_DIRECTIONAL: return D3DLIGHT_DIRECTIONAL; case Light::LT_SPOTLIGHT: return D3DLIGHT_SPOT; } return D3DLIGHT_FORCE_DWORD; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(TexCoordCalcMethod m, const D3DCAPS9& caps) { switch( m ) { case TEXCALC_NONE: return D3DTSS_TCI_PASSTHRU; case TEXCALC_ENVIRONMENT_MAP_REFLECTION: return D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR; case TEXCALC_ENVIRONMENT_MAP_PLANAR: if (caps.VertexProcessingCaps & D3DVTXPCAPS_TEXGEN_SPHEREMAP) { // Use sphere map if available return D3DTSS_TCI_SPHEREMAP; } else { // If not, fall back on camera space reflection vector which isn't as good return D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR; } case TEXCALC_ENVIRONMENT_MAP_NORMAL: return D3DTSS_TCI_CAMERASPACENORMAL; case TEXCALC_ENVIRONMENT_MAP: if (caps.VertexProcessingCaps & D3DVTXPCAPS_TEXGEN_SPHEREMAP) { // Use sphere map if available return D3DTSS_TCI_SPHEREMAP; } else { // If not, fall back on camera space normal which isn't as good return D3DTSS_TCI_CAMERASPACENORMAL; } case TEXCALC_PROJECTIVE_TEXTURE: return D3DTSS_TCI_CAMERASPACEPOSITION; } return 0; } //--------------------------------------------------------------------- D3DTEXTUREADDRESS D3D9Mappings::get(TextureUnitState::TextureAddressingMode tam) { switch( tam ) { case TextureUnitState::TAM_WRAP: return D3DTADDRESS_WRAP; case TextureUnitState::TAM_MIRROR: return D3DTADDRESS_MIRROR; case TextureUnitState::TAM_CLAMP: return D3DTADDRESS_CLAMP; } return D3DTADDRESS_FORCE_DWORD; } //--------------------------------------------------------------------- D3DTEXTURESTAGESTATETYPE D3D9Mappings::get(LayerBlendType lbt) { switch( lbt ) { case LBT_COLOUR: return D3DTSS_COLOROP; case LBT_ALPHA: return D3DTSS_ALPHAOP; } return D3DTSS_FORCE_DWORD; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(LayerBlendSource lbs) { switch( lbs ) { case LBS_CURRENT: return D3DTA_CURRENT; case LBS_TEXTURE: return D3DTA_TEXTURE; case LBS_DIFFUSE: return D3DTA_DIFFUSE; case LBS_SPECULAR: return D3DTA_SPECULAR; case LBS_MANUAL: return D3DTA_TFACTOR; } return 0; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(LayerBlendOperationEx lbo, const D3DCAPS9& devCaps) { switch( lbo ) { case LBX_SOURCE1: return D3DTOP_SELECTARG1; case LBX_SOURCE2: return D3DTOP_SELECTARG2; case LBX_MODULATE: return D3DTOP_MODULATE; case LBX_MODULATE_X2: return D3DTOP_MODULATE2X; case LBX_MODULATE_X4: return D3DTOP_MODULATE4X; case LBX_ADD: return D3DTOP_ADD; case LBX_ADD_SIGNED: return D3DTOP_ADDSIGNED; case LBX_ADD_SMOOTH: return D3DTOP_ADDSMOOTH; case LBX_SUBTRACT: return D3DTOP_SUBTRACT; case LBX_BLEND_DIFFUSE_ALPHA: return D3DTOP_BLENDDIFFUSEALPHA; case LBX_BLEND_TEXTURE_ALPHA: return D3DTOP_BLENDTEXTUREALPHA; case LBX_BLEND_CURRENT_ALPHA: return D3DTOP_BLENDCURRENTALPHA; case LBX_BLEND_MANUAL: return D3DTOP_BLENDFACTORALPHA; case LBX_DOTPRODUCT: if (devCaps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3) return D3DTOP_DOTPRODUCT3; else return D3DTOP_MODULATE; } return 0; } //--------------------------------------------------------------------- D3DBLEND D3D9Mappings::get(SceneBlendFactor sbf) { switch( sbf ) { case SBF_ONE: return D3DBLEND_ONE; case SBF_ZERO: return D3DBLEND_ZERO; case SBF_DEST_COLOUR: return D3DBLEND_DESTCOLOR; case SBF_SOURCE_COLOUR: return D3DBLEND_SRCCOLOR; case SBF_ONE_MINUS_DEST_COLOUR: return D3DBLEND_INVDESTCOLOR; case SBF_ONE_MINUS_SOURCE_COLOUR: return D3DBLEND_INVSRCCOLOR; case SBF_DEST_ALPHA: return D3DBLEND_DESTALPHA; case SBF_SOURCE_ALPHA: return D3DBLEND_SRCALPHA; case SBF_ONE_MINUS_DEST_ALPHA: return D3DBLEND_INVDESTALPHA; case SBF_ONE_MINUS_SOURCE_ALPHA: return D3DBLEND_INVSRCALPHA; } return D3DBLEND_FORCE_DWORD; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(CompareFunction cf) { switch( cf ) { case CMPF_ALWAYS_FAIL: return D3DCMP_NEVER; case CMPF_ALWAYS_PASS: return D3DCMP_ALWAYS; case CMPF_LESS: return D3DCMP_LESS; case CMPF_LESS_EQUAL: return D3DCMP_LESSEQUAL; case CMPF_EQUAL: return D3DCMP_EQUAL; case CMPF_NOT_EQUAL: return D3DCMP_NOTEQUAL; case CMPF_GREATER_EQUAL: return D3DCMP_GREATEREQUAL; case CMPF_GREATER: return D3DCMP_GREATER; }; return 0; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(CullingMode cm, bool flip) { switch( cm ) { case CULL_NONE: return D3DCULL_NONE; case CULL_CLOCKWISE: if( flip ) return D3DCULL_CCW; else return D3DCULL_CW; case CULL_ANTICLOCKWISE: if( flip ) return D3DCULL_CW; else return D3DCULL_CCW; } return 0; } //--------------------------------------------------------------------- D3DFOGMODE D3D9Mappings::get(FogMode fm) { switch( fm ) { case FOG_EXP: return D3DFOG_EXP; case FOG_EXP2: return D3DFOG_EXP2; case FOG_LINEAR: return D3DFOG_LINEAR; } return D3DFOG_FORCE_DWORD; } //--------------------------------------------------------------------- D3DFILLMODE D3D9Mappings::get(SceneDetailLevel level) { switch(level) { case SDL_POINTS: return D3DFILL_POINT; case SDL_WIREFRAME: return D3DFILL_WIREFRAME; case SDL_SOLID: return D3DFILL_SOLID; } return D3DFILL_FORCE_DWORD; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(StencilOperation op, bool invert) { switch(op) { case SOP_KEEP: return D3DSTENCILOP_KEEP; case SOP_ZERO: return D3DSTENCILOP_ZERO; case SOP_REPLACE: return D3DSTENCILOP_REPLACE; case SOP_INCREMENT: return invert? D3DSTENCILOP_DECRSAT : D3DSTENCILOP_INCRSAT; case SOP_DECREMENT: return invert? D3DSTENCILOP_INCRSAT : D3DSTENCILOP_DECRSAT; case SOP_INCREMENT_WRAP: return invert? D3DSTENCILOP_DECR : D3DSTENCILOP_INCR; case SOP_DECREMENT_WRAP: return invert? D3DSTENCILOP_INCR : D3DSTENCILOP_DECR; case SOP_INVERT: return D3DSTENCILOP_INVERT; } return 0; } //--------------------------------------------------------------------- D3DSAMPLERSTATETYPE D3D9Mappings::get(FilterType ft) { switch (ft) { case FT_MIN: return D3DSAMP_MINFILTER; break; case FT_MAG: return D3DSAMP_MAGFILTER; break; case FT_MIP: return D3DSAMP_MIPFILTER; break; } // to keep compiler happy return D3DSAMP_MINFILTER; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps, eD3DTexType texType) { // Assume normal DWORD capsType = devCaps.TextureFilterCaps; switch( texType ) { case D3D_TEX_TYPE_NORMAL: capsType = devCaps.TextureFilterCaps; break; case D3D_TEX_TYPE_CUBE: capsType = devCaps.CubeTextureFilterCaps; break; case D3D_TEX_TYPE_VOLUME: capsType = devCaps.VolumeTextureFilterCaps; break; } switch (ft) { case FT_MIN: switch( fo ) { // NOTE: Fall through if device doesn't support requested type case FO_ANISOTROPIC: if( capsType & D3DPTFILTERCAPS_MINFANISOTROPIC ) { return D3DTEXF_ANISOTROPIC; break; } case FO_LINEAR: if( capsType & D3DPTFILTERCAPS_MINFLINEAR ) { return D3DTEXF_LINEAR; break; } case FO_POINT: case FO_NONE: return D3DTEXF_POINT; break; } break; case FT_MAG: switch( fo ) { // NOTE: Fall through if device doesn't support requested type case FO_ANISOTROPIC: if( capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC ) { return D3DTEXF_ANISOTROPIC; break; } case FO_LINEAR: if( capsType & D3DPTFILTERCAPS_MAGFLINEAR ) { return D3DTEXF_LINEAR; break; } case FO_POINT: case FO_NONE: return D3DTEXF_POINT; break; } break; case FT_MIP: switch( fo ) { case FO_ANISOTROPIC: case FO_LINEAR: if( capsType & D3DPTFILTERCAPS_MIPFLINEAR ) { return D3DTEXF_LINEAR; break; } case FO_POINT: if( capsType & D3DPTFILTERCAPS_MIPFPOINT ) { return D3DTEXF_POINT; break; } case FO_NONE: return D3DTEXF_NONE; break; } break; } // should never get here return 0; } //--------------------------------------------------------------------- D3D9Mappings::eD3DTexType D3D9Mappings::get(TextureType ogreTexType) { switch( ogreTexType ) { case TEX_TYPE_1D : case TEX_TYPE_2D : return D3D9Mappings::D3D_TEX_TYPE_NORMAL; case TEX_TYPE_CUBE_MAP : return D3D9Mappings::D3D_TEX_TYPE_CUBE; case TEX_TYPE_3D : return D3D9Mappings::D3D_TEX_TYPE_VOLUME; } return D3D9Mappings::D3D_TEX_TYPE_NONE; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(HardwareBuffer::Usage usage) { DWORD ret = 0; if (usage & HardwareBuffer::HBU_DYNAMIC) { #if OGRE_D3D_MANAGE_BUFFERS // Only add the dynamic flag for default pool, and // we use default pool when buffer is discardable if (usage & HardwareBuffer::HBU_DISCARDABLE) ret |= D3DUSAGE_DYNAMIC; #else ret |= D3DUSAGE_DYNAMIC; #endif } if (usage & HardwareBuffer::HBU_WRITE_ONLY) { ret |= D3DUSAGE_WRITEONLY; } return ret; } //--------------------------------------------------------------------- DWORD D3D9Mappings::get(HardwareBuffer::LockOptions options, HardwareBuffer::Usage usage) { DWORD ret = 0; if (options == HardwareBuffer::HBL_DISCARD) { #if OGRE_D3D_MANAGE_BUFFERS // Only add the discard flag for dynamic usgae and default pool if ((usage & HardwareBuffer::HBU_DYNAMIC) && (usage & HardwareBuffer::HBU_DISCARDABLE)) ret |= D3DLOCK_DISCARD; #else // D3D doesn't like discard or no_overwrite on non-dynamic buffers if (usage & HardwareBuffer::HBU_DYNAMIC) ret |= D3DLOCK_DISCARD; #endif } if (options == HardwareBuffer::HBL_READ_ONLY) { // D3D debug runtime doesn't like you locking managed buffers readonly // when they were created with write-only (even though you CAN read // from the software backed version) if (!(usage & HardwareBuffer::HBU_WRITE_ONLY)) ret |= D3DLOCK_READONLY; } if (options == HardwareBuffer::HBL_NO_OVERWRITE) { #if OGRE_D3D_MANAGE_BUFFERS // Only add the nooverwrite flag for dynamic usgae and default pool if ((usage & HardwareBuffer::HBU_DYNAMIC) && (usage & HardwareBuffer::HBU_DISCARDABLE)) ret |= D3DLOCK_NOOVERWRITE; #else // D3D doesn't like discard or no_overwrite on non-dynamic buffers if (usage & HardwareBuffer::HBU_DYNAMIC) ret |= D3DLOCK_NOOVERWRITE; #endif } return ret; } //--------------------------------------------------------------------- D3DFORMAT D3D9Mappings::get(HardwareIndexBuffer::IndexType itype) { if (itype == HardwareIndexBuffer::IT_32BIT) { return D3DFMT_INDEX32; } else { return D3DFMT_INDEX16; } } //--------------------------------------------------------------------- D3DDECLTYPE D3D9Mappings::get(VertexElementType vType) { switch (vType) { case VET_COLOUR: return D3DDECLTYPE_D3DCOLOR; break; case VET_FLOAT1: return D3DDECLTYPE_FLOAT1; break; case VET_FLOAT2: return D3DDECLTYPE_FLOAT2; break; case VET_FLOAT3: return D3DDECLTYPE_FLOAT3; break; case VET_FLOAT4: return D3DDECLTYPE_FLOAT4; break; case VET_SHORT2: return D3DDECLTYPE_SHORT2; break; case VET_SHORT4: return D3DDECLTYPE_SHORT4; break; case VET_UBYTE4: return D3DDECLTYPE_UBYTE4; break; } // to keep compiler happy return D3DDECLTYPE_FLOAT3; } //--------------------------------------------------------------------- D3DDECLUSAGE D3D9Mappings::get(VertexElementSemantic sem) { switch (sem) { case VES_BLEND_INDICES: return D3DDECLUSAGE_BLENDINDICES; break; case VES_BLEND_WEIGHTS: return D3DDECLUSAGE_BLENDWEIGHT; break; case VES_DIFFUSE: return D3DDECLUSAGE_COLOR; // NB index will differentiate break; case VES_SPECULAR: return D3DDECLUSAGE_COLOR; // NB index will differentiate break; case VES_NORMAL: return D3DDECLUSAGE_NORMAL; break; case VES_POSITION: return D3DDECLUSAGE_POSITION; break; case VES_TEXTURE_COORDINATES: return D3DDECLUSAGE_TEXCOORD; break; case VES_BINORMAL: return D3DDECLUSAGE_BINORMAL; break; case VES_TANGENT: return D3DDECLUSAGE_TANGENT; break; } // to keep compiler happy return D3DDECLUSAGE_POSITION; } //--------------------------------------------------------------------- D3DXMATRIX D3D9Mappings::makeD3DXMatrix( const Matrix4& mat ) { // Transpose matrix // D3D9 uses row vectors i.e. V*M // Ogre, OpenGL and everything else uses column vectors i.e. M*V D3DXMATRIX d3dMat; d3dMat.m[0][0] = mat[0][0]; d3dMat.m[0][1] = mat[1][0]; d3dMat.m[0][2] = mat[2][0]; d3dMat.m[0][3] = mat[3][0]; d3dMat.m[1][0] = mat[0][1]; d3dMat.m[1][1] = mat[1][1]; d3dMat.m[1][2] = mat[2][1]; d3dMat.m[1][3] = mat[3][1]; d3dMat.m[2][0] = mat[0][2]; d3dMat.m[2][1] = mat[1][2]; d3dMat.m[2][2] = mat[2][2]; d3dMat.m[2][3] = mat[3][2]; d3dMat.m[3][0] = mat[0][3]; d3dMat.m[3][1] = mat[1][3]; d3dMat.m[3][2] = mat[2][3]; d3dMat.m[3][3] = mat[3][3]; return d3dMat; } //--------------------------------------------------------------------- Matrix4 D3D9Mappings::convertD3DXMatrix( const D3DXMATRIX& mat ) { Matrix4 ogreMat; ogreMat[0][0] = mat.m[0][0]; ogreMat[1][0] = mat.m[0][1]; ogreMat[2][0] = mat.m[0][2]; ogreMat[3][0] = mat.m[0][3]; ogreMat[0][1] = mat.m[1][0]; ogreMat[1][1] = mat.m[1][1]; ogreMat[2][1] = mat.m[1][2]; ogreMat[3][1] = mat.m[1][3]; ogreMat[0][2] = mat.m[2][0]; ogreMat[1][2] = mat.m[2][1]; ogreMat[2][2] = mat.m[2][2]; ogreMat[3][2] = mat.m[2][3]; ogreMat[0][3] = mat.m[3][0]; ogreMat[1][3] = mat.m[3][1]; ogreMat[2][3] = mat.m[3][2]; ogreMat[3][3] = mat.m[3][3]; return ogreMat; } }