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/*
* $RCSfile$
*
* Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
*
* Use is subject to license terms.
*
* $Revision$
* $Date$
* $State$
*/
#if !defined(D3DCTX_H)
#define D3DCTX_H
#include "StdAfx.h"
#include "D3dVertexBuffer.hpp"
#include "D3dDisplayList.hpp"
#define TEXTURETABLESIZE 8
#define TEXSTAGESUPPORT 8
#define DISPLAYLIST_INITSIZE 8
#define NOCHANGE 0
#define RESETSURFACE 1
#define RECREATEDDRAW 2
#define RECREATEDFAIL -1
#undef javax_media_j3d_Canvas3D_STENCIL_BUFFER
#define javax_media_j3d_Canvas3D_STENCIL_BUFFER 4096L
// Use in texCoordPosition[]
// Must be negative number
#define TEX_GEN_NONE 0
#define TEX_EYE_LINEAR -1
#define TEX_SPHERE_MAP -2
#define TEX_NORMAL_MAP -3
#define TEX_REFLECT_MAP -4
#define TEX_OBJ_LINEAR -5
#define TEX_GEN_INVALID -6
#define TEX_GEN_AUTO -7
typedef struct _D3DVERTEX {
float x, y, z;
} D3DVERTEX;
typedef struct _D3DTLVERTEX {
float sx, sy, sz, rhw;
float tu, tv;
} D3DTLVERTEX;
typedef struct _COORDTEXVERTEX {
float sx, sy, sz;
float tu, tv;
} COORDTEXVERTEX;
typedef struct _COORDCLRTEXVERTEX {
float sx, sy, sz;
D3DCOLOR color;
float tu, tv;
} COORDCLRTEXVERTEX;
typedef vector<LPDIRECT3DRESOURCE9> LPDIRECT3DRESOURCE9Vector;
typedef vector<LPDIRECT3DVERTEXBUFFER9> LPDIRECT3DVERTEXBUFFER9Vector;
//issue 135 iterator for vectors
typedef vector<LPDIRECT3DRESOURCE9>::iterator ITER_LPDIRECT3DRESOURCE9;
typedef vector<LPDIRECT3DVERTEXBUFFER9>::iterator ITER_LPDIRECT3DVERTEXBUFFER9;
class D3dCtx {
public:
HWND hwnd; // window handle
HWND topHwnd; // Top window handle
D3dDriverInfo *driverInfo; // Driver use
D3dDeviceInfo *deviceInfo; // Device use
LPDIRECT3D9 pD3D; // Direct3D interface
LPDIRECT3DDEVICE9 pDevice; // Instance of D3D Device
LPDIRECT3DSURFACE9 depthStencilSurface;
// This is used for readRaster and offscreen rendering
// Only allocate the memory area if necessary
LPDIRECT3DSURFACE9 frontSurface;
LPDIRECT3DSURFACE9 backSurface;
// Parameters use for CreateDevice()
D3DPRESENT_PARAMETERS d3dPresent;
DWORD dwBehavior;
BOOL bForceHwdVertexProcess; // true if j3d.d3dVertexProcess is hardware
BOOL bForceMixVertexProcess; // true if j3d.d3dVertexProcess is mixed
BOOL bForceSWVertexProcess; // true if j3d.d3dVertexProcess is software
BOOL bUseNvPerfHUD; // true if j3d.useNvPerfHUD is true
// it also makes bForceHwdVertexProcess true
BOOL offScreen; // true if it is offScreen rendering
// in this case only backSurface is used
BOOL bFastDrawQuads;
DWORD offScreenWidth;
DWORD offScreenHeight;
BOOL bFullScreen; // true if in full screen mode
BOOL bFullScreenRequired; // true if must run in full
// screen mode or die
BOOL inToggle; // in toggle fullscreen/window mode
RECT screenRect; // coordinate of window relative to
// the whole desktop in multiple monitor
RECT windowRect; // coordinate of window relative to
// the current monitor desktop only
INT minZDepth; // min Z depth set in NativeConfigTemplate
INT minZDepthStencil; // min Stencil depth set in NativeConfigTemplate
DEVMODE devmode; // current display mode
DWORD antialiasing; // PREFERRED, REQUIRED or UNNECESSARY
// Store current color as in OGL glColor()
float currentColor_r;
float currentColor_g;
float currentColor_b;
float currentColor_a;
// Two side light is used. Note that D3D don't support two side
// lighting.
BOOL twoSideLightingEnable;
// True if lighting is currently enable
// Save the current RenderingState to avoid GetRenderState()
// call during Rendering.
BOOL isLightEnable;
DWORD cullMode;
DWORD fillMode;
DWORD softwareVertexProcessing;
DWORD zWriteEnable;
DWORD zEnable;
// TODO ACES: The following two stencil enable flags are not used
// consistently throughout the pipeline. They are never set to a value,
// and they are not looked at by most of the code.
DWORD stencilWriteEnable; // new on 1.4
DWORD stencilEnable; // new on 1.4
// Ambient material used when coloring Attributes
D3DMATERIAL9 ambientMaterial;
// temporary variables for ambient light setting
D3DLIGHT9 savedLight;
D3DMATERIAL9 savedMaterial;
BOOL savedLightEnable;
// temporary variables used for building VertexBuffer
LPD3DVERTEXBUFFER pVB; // point to the current VB being update
DWORD texSetUsed;
DWORD texStride[TEXSTAGESUPPORT];
// true when in toggle mode
BOOL forceResize;
// Texture related variables
INT *bindTextureId;
DWORD bindTextureIdLen;
LPDIRECT3DTEXTURE9 *textureTable;
DWORD textureTableLen;
// Volume Texture related variables
// Since 2d & 3d texture ID can't be the same from Java3D.
// We don't need bindVolumeId
LPDIRECT3DVOLUMETEXTURE9 *volumeTable;
DWORD volumeTableLen;
// Texture Cube Mapping related variables
LPDIRECT3DCUBETEXTURE9 *cubeMapTable;
DWORD cubeMapTableLen;
// true if hardware support MultiTexture
BOOL multiTextureSupport;
// handle to monitor that this ctx belongs to. This is equal to
// NULL if this window is a primary display screen or it covers
// more than one screen.
HMONITOR monitor;
// D3D don't have concept of current texture unit stage,
// instead, the texture unit stage is pass in as argument
// for all texture call.
INT texUnitStage;
// true if linear filtering is to be used
BOOL texLinearMode;
// This is used temporary to store the blend function
// when two pass texture is used to simulate BLEND mode
DWORD srcBlendFunc;
DWORD dstBlendFunc;
DWORD blendEnable;
// This is used for to transform vertex
// from world to screen coordinate
LPDIRECT3DVERTEXBUFFER9 srcVertexBuffer;
LPDIRECT3DVERTEXBUFFER9 dstVertexBuffer;
// For Rect of texture map in Raster write
D3DTLVERTEX rasterRect[4];
// Set automatic Texture coordinate generation type
// TEX_xxx_xxx as defined in GeometryArrayRetained.cpp
INT texGenMode[TEXSTAGESUPPORT];
// Whether TEXTURE_COORDINATE_2/3/4 is used in this state
INT texCoordFormat[TEXSTAGESUPPORT];
// Whether texture transform matrix is set in this state or not
BOOL texTransformSet[TEXSTAGESUPPORT];
// Remember the last Texture Transform pass down, since
// TexCoordGen may destroy it in some mode so we have to
// restore it later manually.
D3DXMATRIX texTransform[TEXSTAGESUPPORT];
// True if we copy m._41, m._42 elment to m._31, m._32
// as a workaround that 2D texture translation did not work.
BOOL texTranslateSet[TEXSTAGESUPPORT];
float planeS[TEXSTAGESUPPORT][4];
float planeT[TEXSTAGESUPPORT][4];
float planeR[TEXSTAGESUPPORT][4];
float planeQ[TEXSTAGESUPPORT][4];
// Display List ID (start from 1) => VertexBuffer pointer table
LPD3DDISPLAYLIST *displayListTable;
int dlTableSize;
// For immediate mode rendering, we save the vertexBuffer pointer
// in variable pVertexBuffer of GeometryArrayRetained to reuse it.
D3dVertexBuffer vertexBufferTable;
int currDisplayListID;
// True if colorTarget need to reset
BOOL resetColorTarget;
// Use for QuadArray
LPDIRECT3DINDEXBUFFER9 quadIndexBuffer;
DWORD quadIndexBufferSize;
// Use for Quad Polygon Line mode
LPDIRECT3DINDEXBUFFER9 lineModeIndexBuffer;
// Use temporary for reindexing
DWORD *reIndexifyTable;
// True if Direcct Draw context is being destroy and recreate
// again during resize/toggle
BOOL recreateDDraw;
// Screen coordinate of current monitor in use
// When hardware accleerated mode is used. For Emulation mode
// they are always zero;
INT monitorLeft;
INT monitorTop;
float pointSize;
// Use to free resource surface in swap()
BOOL useFreeList0;
LPDIRECT3DRESOURCE9Vector freeResourceList0;
LPDIRECT3DRESOURCE9Vector freeResourceList1;
D3dVertexBufferVector freeVBList0;
D3dVertexBufferVector freeVBList1;
D3dCtx(JNIEnv *env, jobject obj, HWND hwnd, BOOL offScreen, jint vid);
~D3dCtx();
BOOL initialize(JNIEnv *env, jobject obj);
INT resize(JNIEnv *env, jobject obj);
VOID error(char *s, HRESULT hr);
VOID error(int idx, HRESULT hr);
VOID error(int idx);
VOID error(char *s);
VOID warning(int idx, HRESULT hr);
VOID warning(int idx);
static VOID d3dError(int idx);
static VOID d3dError(char *s);
static VOID d3dWarning(int idx, HRESULT hr);
static VOID d3dWarning(int idx);
INT toggleMode(BOOL fullScreen, JNIEnv *env, jobject obj);
DWORD getWidth();
DWORD getHeight();
VOID release();
VOID releaseTexture();
VOID releaseVB();
VOID setViewport();
VOID transform(D3DVERTEX *worldCoord, D3DTLVERTEX *screenCoord);
VOID getScreenRect(HWND hwnd, RECT *rect);
HMONITOR findMonitor();
VOID setDriverInfo();
static D3dDeviceInfo* setDeviceInfo(D3dDriverInfo *driverInfo,
BOOL *bFullScreen,
int minZDepth,
int minZDepthStencil);
DWORD findBehavior();
VOID setPresentParams();
INT resetSurface(JNIEnv *env, jobject obj);
VOID setPresentParams(JNIEnv *env, jobject obj);
VOID setAmbientLightMaterial();
VOID restoreDefaultLightMaterial();
VOID freeResource(LPDIRECT3DRESOURCE9 surf);
VOID freeVB(LPD3DVERTEXBUFFER vb);
VOID freeList();
VOID freeResourceList(LPDIRECT3DRESOURCE9Vector *v);
VOID freeVBList(D3dVertexBufferVector *v);
BOOL createFrontBuffer();
static D3dDeviceInfo* selectDevice(int deviceID,
D3dDriverInfo *driverInfo,
BOOL *bFullScreen,
int minZDepth,
int minZDepthStencil);
static D3dDeviceInfo* selectBestDevice(D3dDriverInfo *driverInfo,
BOOL *bFullScreen,
int minZDepth,
int minZDepthStencil);
static VOID setDeviceFromProperty(JNIEnv *env);
static BOOL getSystemProperty(JNIEnv *env, char *strName, char *strValue);
static VOID setDebugProperty(JNIEnv *env);
static VOID setVBLimitProperty(JNIEnv *env);
static VOID setImplicitMultisamplingProperty(JNIEnv *env);
private:
RECT savedTopRect; // for toggle between fullscreen mode
RECT savedClientRect;
DWORD winStyle;
// a private reference for JNIEnv
JNIEnv* jniEnv;
VOID createVertexBuffer();
VOID setCanvasProperty(JNIEnv *env, jobject obj);
VOID setFullScreenFromProperty(JNIEnv *env);
VOID enumDisplayMode(DEVMODE *devmode);
static VOID printWarningMessage(D3dDeviceInfo *deviceInfo);
static VOID showError(HWND hwnd, char *s, BOOL bFullScreen);
VOID setDefaultAttributes();
VOID printInfo(D3DPRESENT_PARAMETERS *d3dPresent);
VOID setWindowMode();
jboolean getJavaBoolEnv(JNIEnv *env, char* envStr);
};
typedef vector<D3dCtx *> D3dCtxVector;
//issue 135 added iterator for D3dCtxVector
typedef vector<D3dCtx *>::iterator ITER_D3dCtxVector;
extern D3dCtxVector d3dCtxList;
const extern D3DXMATRIX identityMatrix;
#endif
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