// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "IrrCompileConfig.h"

#define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE
#include "CD3D8Driver.h"

#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_

#include "os.h"
#include "S3DVertex.h"
#include "CD3D8Texture.h"
#include "CImage.h"
#include "CD3D8MaterialRenderer.h"
#include "CD3D8ShaderMaterialRenderer.h"
#include "CD3D8NormalMapRenderer.h"
#include "CD3D8ParallaxMapRenderer.h"

namespace irr
{
namespace video
{


//! constructor
CD3D8Driver::CD3D8Driver(const core::dimension2d<u32>& screenSize, HWND window,
			bool fullscreen, bool stencilbuffer,
			io::IFileSystem* io, bool pureSoftware, bool vsync)
: CNullDriver(io, screenSize), CurrentRenderMode(ERM_NONE),
	ResetRenderStates(true), Transformation3DChanged(false), StencilBuffer(stencilbuffer),
	D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0),
	WindowId(0), SceneSourceRect(0),
	LastVertexType((video::E_VERTEX_TYPE)-1), MaxTextureUnits(0), MaxUserClipPlanes(0),
	MaxLightDistance(sqrtf(FLT_MAX)), LastSetLight(-1), DeviceLost(false),
	DriverWasReset(true)
{
	#ifdef _DEBUG
	setDebugName("CD3D8Driver");
	#endif

	printVersion();

	for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
		CurrentTexture[i] = 0;

	// create sphere map matrix

	SphereMapMatrixD3D8._11 = 0.5f; SphereMapMatrixD3D8._12 = 0.0f;
	SphereMapMatrixD3D8._13 = 0.0f; SphereMapMatrixD3D8._14 = 0.0f;
	SphereMapMatrixD3D8._21 = 0.0f; SphereMapMatrixD3D8._22 =-0.5f;
	SphereMapMatrixD3D8._23 = 0.0f; SphereMapMatrixD3D8._24 = 0.0f;
	SphereMapMatrixD3D8._31 = 0.0f; SphereMapMatrixD3D8._32 = 0.0f;
	SphereMapMatrixD3D8._33 = 1.0f; SphereMapMatrixD3D8._34 = 0.0f;
	SphereMapMatrixD3D8._41 = 0.5f; SphereMapMatrixD3D8._42 = 0.5f;
	SphereMapMatrixD3D8._43 = 0.0f; SphereMapMatrixD3D8._44 = 1.0f;

	core::matrix4 mat;
	UnitMatrixD3D8 = *(D3DMATRIX*)((void*)mat.pointer());

	// init direct 3d is done in the factory function
}


//! destructor
CD3D8Driver::~CD3D8Driver()
{
	deleteMaterialRenders();

	// drop d3d8

	if (pID3DDevice)
		pID3DDevice->Release();

	if (pID3D)
		pID3D->Release();
}


void CD3D8Driver::createMaterialRenderers()
{
	// create D3D8 material renderers

	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this));

	// add the same renderer for all lightmap types
	CD3D8MaterialRenderer_LIGHTMAP* lmr = new CD3D8MaterialRenderer_LIGHTMAP(pID3DDevice, this);
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
	addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
	lmr->drop();

	// add remaining material renderers
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_DETAIL_MAP(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SPHERE_MAP(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this));
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this));

	// add normal map renderers
	s32 tmp = 0;
	video::IMaterialRenderer* renderer = 0;

	renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
		MaterialRenderers[EMT_SOLID].Renderer);
	renderer->drop();

	renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
		MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
	renderer->drop();

	renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
		MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
	renderer->drop();

	// add parallax map renderers

	renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
		MaterialRenderers[EMT_SOLID].Renderer);
	renderer->drop();

	renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
		MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
	renderer->drop();

		renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
		MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
	renderer->drop();

	// add basic 1 texture blending
	addAndDropMaterialRenderer(new CD3D8MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this));
}


//! initialises the Direct3D API
bool CD3D8Driver::initDriver(const core::dimension2d<u32>& screenSize,
		HWND hwnd, u32 bits, bool fullScreen, bool pureSoftware,
		bool highPrecisionFPU, bool vsync, u8 antiAlias)
{
	HRESULT hr;
	typedef IDirect3D8 * (__stdcall *D3DCREATETYPE)(UINT);

#if defined( _IRR_XBOX_PLATFORM_)
	D3DCREATETYPE d3dCreate = (D3DCREATETYPE) &Direct3DCreate8;
#else
	D3DLibrary = LoadLibrary( "d3d8.dll" );

	if (!D3DLibrary)
	{
		os::Printer::log("Error, could not load d3d8.dll.", ELL_ERROR);
		return false;
	}

	D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate8");

	if (!d3dCreate)
	{
		os::Printer::log("Error, could not get proc adress of Direct3DCreate8.", ELL_ERROR);
		return false;
	}
#endif

	//just like pID3D = Direct3DCreate8(D3D_SDK_VERSION);
	pID3D = (*d3dCreate)(D3D_SDK_VERSION);

	if (!pID3D)
	{
		os::Printer::log("Error initializing D3D.", ELL_ERROR);
		return false;
	}

	// print device information
	D3DADAPTER_IDENTIFIER8 dai;
	if (!FAILED(pID3D->GetAdapterIdentifier(D3DADAPTER_DEFAULT, D3DENUM_NO_WHQL_LEVEL, &dai)))
	{
		char tmp[512];

		s32 Product = HIWORD(dai.DriverVersion.HighPart);
		s32 Version = LOWORD(dai.DriverVersion.HighPart);
		s32 SubVersion = HIWORD(dai.DriverVersion.LowPart);
		s32 Build = LOWORD(dai.DriverVersion.LowPart);

		sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version,
			SubVersion, Build);
		os::Printer::log(tmp, ELL_INFORMATION);
	}

	D3DDISPLAYMODE d3ddm;
	hr = pID3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
	if (FAILED(hr))
	{
		os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR);
		return false;
	}

	ZeroMemory(&present, sizeof(present));

	present.SwapEffect		= D3DSWAPEFFECT_DISCARD;
	present.Windowed		= TRUE;
	present.BackBufferFormat	= d3ddm.Format;
	present.EnableAutoDepthStencil	= TRUE;

	if (fullScreen)
	{
		present.SwapEffect = D3DSWAPEFFECT_FLIP;
		present.Windowed = FALSE;
		present.BackBufferWidth = screenSize.Width;
		present.BackBufferHeight = screenSize.Height;
		present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
		present.FullScreen_PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;

		if (bits == 32)
			present.BackBufferFormat = D3DFMT_X8R8G8B8;
		else
			present.BackBufferFormat = D3DFMT_R5G6B5;
	}

	D3DDEVTYPE devtype = D3DDEVTYPE_HAL;
	#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
	devtype = D3DDEVTYPE_REF;
	#endif

	// enable anti alias if possible and whished
	if (antiAlias > 0)
	{
		if(antiAlias > 16)
			antiAlias = 16;

		while(antiAlias > 0)
		{
			if(!FAILED(pID3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT,
				devtype , present.BackBufferFormat, !fullScreen,
				(D3DMULTISAMPLE_TYPE)antiAlias)))
			{
				present.MultiSampleType	= (D3DMULTISAMPLE_TYPE)antiAlias;
				present.SwapEffect	 = D3DSWAPEFFECT_DISCARD;
				break;
			}
			--antiAlias;
		}

		if(antiAlias==0)
			os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING);
	}

	// check stencil buffer compatibility
	if (StencilBuffer)
	{
		present.AutoDepthStencilFormat = D3DFMT_D24S8;
		if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
			present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
			D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
		{
#if !defined( _IRR_XBOX_PLATFORM_)
			present.AutoDepthStencilFormat = D3DFMT_D24X4S4;
			if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
				present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
				D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
			{
				present.AutoDepthStencilFormat = D3DFMT_D15S1;
				if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
					present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
					D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
				{
					os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING);
					StencilBuffer = false;
				}
			}
#endif
		}
		else
		if(FAILED(pID3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, devtype,
			present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat)))
		{
			os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING);
			StencilBuffer = false;
		}
	}
	// do not use else here to cope with flag change in previous block
	if (!StencilBuffer)
	{
#if !defined( _IRR_XBOX_PLATFORM_)
		present.AutoDepthStencilFormat = D3DFMT_D32;
		if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
			present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
			D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
		{
			present.AutoDepthStencilFormat = D3DFMT_D24X8;
			if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
				present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
				D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
			{
				present.AutoDepthStencilFormat = D3DFMT_D16;
				if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
					present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
					D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
				{
					os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
					return false;
				}
			}
		}
#else
		present.AutoDepthStencilFormat = D3DFMT_D16;
		if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
			present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
			D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
		{
			os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
			return false;
		}
#endif
	}

	// create device
#if defined( _IRR_XBOX_PLATFORM_)
	DWORD fpuPrecision = 0;
#else
	DWORD fpuPrecision = highPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 0;
#endif
	if (pureSoftware)
	{
		hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hwnd,
				fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);

		if (FAILED(hr))
			os::Printer::log("Was not able to create Direct3D8 software device.", ELL_ERROR);
	}
	else
	{
		hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd,
				fpuPrecision | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice);

		if(FAILED(hr))
			hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd,
					fpuPrecision | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice);
		if(FAILED(hr))
			hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd,
					fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
		if (FAILED(hr))
			os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
	}

	if (!pID3DDevice)
	{
		os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
		return false;
	}

	// get caps
	pID3DDevice->GetDeviceCaps(&Caps);

	if (StencilBuffer &&
		(!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) ||
		!(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) ||
		!(Caps.StencilCaps & D3DSTENCILCAPS_KEEP)))
	{
		os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING);
		StencilBuffer = false;
	}

	// set default vertex shader
	setVertexShader(EVT_STANDARD);

	// enable antialiasing
	if (antiAlias>0)
		pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);

	// set fog mode
	setFog(FogColor, LinearFog, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);

	// set exposed data
	ExposedData.D3D8.D3D8 = pID3D;
	ExposedData.D3D8.D3DDev8 = pID3DDevice;
	ExposedData.D3D8.HWnd = hwnd;

	ResetRenderStates = true;

	// create materials
	createMaterialRenderers();

	MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES);
	MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes;

	// set the renderstates
	setRenderStates3DMode();

	// so far so good.
	return true;
}


//! applications must call this method before performing any rendering. returns false if failed.
bool CD3D8Driver::beginScene(bool backBuffer, bool zBuffer, SColor color,
		void* windowId, core::rect<s32>* sourceRect)
{
	CNullDriver::beginScene(backBuffer, zBuffer, color, windowId, sourceRect);
	WindowId = windowId;
	SceneSourceRect = sourceRect;

	if (!pID3DDevice)
		return false;

	HRESULT hr;
	if (DeviceLost)
	{
#if defined( _IRR_XBOX_PLATFORM_)
#else
		if(FAILED(hr = pID3DDevice->TestCooperativeLevel()))
		{
			if (hr == D3DERR_DEVICELOST)
			{
				Sleep(100);
				hr = pID3DDevice->TestCooperativeLevel();
				if (hr == D3DERR_DEVICELOST)
					return false;
			}

			if ((hr == D3DERR_DEVICENOTRESET) && !reset())
				return false;
		}
#endif
	}

	DWORD flags = 0;

	if (backBuffer)
		flags |= D3DCLEAR_TARGET;

	if (zBuffer)
		flags |= D3DCLEAR_ZBUFFER;

	if (StencilBuffer)
		flags |= D3DCLEAR_STENCIL;

	hr = pID3DDevice->Clear( 0, NULL, flags, color.color, 1.0, 0);
	if (FAILED(hr))
		os::Printer::log("Direct3D8 clear failed.", ELL_WARNING);

	hr = pID3DDevice->BeginScene();
	if (FAILED(hr))
	{
		os::Printer::log("Direct3D8 begin scene failed.", ELL_WARNING);
		return false;
	}

	return true;
}


//! applications must call this method after performing any rendering. returns false if failed.
bool CD3D8Driver::endScene()
{
	CNullDriver::endScene();
	DriverWasReset=false;

	HRESULT hr = pID3DDevice->EndScene();
	if (FAILED(hr))
	{
		os::Printer::log("DIRECT3D8 end scene failed.", ELL_WARNING);
		return false;
	}

	RECT* srcRct = 0;
	RECT sourceRectData;
	if ( SceneSourceRect)
	{
		srcRct = &sourceRectData;
		sourceRectData.left = SceneSourceRect->UpperLeftCorner.X;
		sourceRectData.top = SceneSourceRect->UpperLeftCorner.Y;
		sourceRectData.right = SceneSourceRect->LowerRightCorner.X;
		sourceRectData.bottom = SceneSourceRect->LowerRightCorner.Y;
	}

	hr = pID3DDevice->Present(srcRct, NULL, (HWND)WindowId, NULL);

	if (SUCCEEDED(hr))
		return true;

	if (hr == D3DERR_DEVICELOST)
	{
		DeviceLost = true;
		os::Printer::log("DIRECT3D8 device lost.", ELL_WARNING);
	}
	else
		os::Printer::log("DIRECT3D8 present failed.", ELL_WARNING);
	return false;
}


//! resets the device
bool CD3D8Driver::reset()
{
	u32 i;
	os::Printer::log("Resetting D3D8 device.", ELL_INFORMATION);

	for (i=0; i<Textures.size(); ++i)
	{
		if (Textures[i].Surface->isRenderTarget())
		{
			IDirect3DTexture8* tex = ((CD3D8Texture*)(Textures[i].Surface))->getDX8Texture();
			if (tex)
				tex->Release();
		}
	}
	DriverWasReset=true;

	HRESULT hr = pID3DDevice->Reset(&present);

	for (i=0; i<Textures.size(); ++i)
	{
		if (Textures[i].Surface->isRenderTarget())
			((CD3D8Texture*)(Textures[i].Surface))->createRenderTarget();
	}

	if (FAILED(hr))
	{
		if (hr == D3DERR_DEVICELOST)
		{
			DeviceLost = true;
			os::Printer::log("Resetting failed due to device lost.", ELL_WARNING);
		}
		else
			os::Printer::log("Resetting failed.", ELL_WARNING);
		return false;
	}

	DeviceLost = false;
	ResetRenderStates = true;
	LastVertexType = (E_VERTEX_TYPE)-1;

	for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
		CurrentTexture[i] = 0;

	setVertexShader(EVT_STANDARD);
	setRenderStates3DMode();
	setFog(FogColor, LinearFog, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
	setAmbientLight(AmbientLight);

	return true;
}


//! queries the features of the driver, returns true if feature is available
bool CD3D8Driver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
{
	if (!FeatureEnabled[feature])
		return false;

	switch (feature)
	{
	case EVDF_RENDER_TO_TARGET:
	case EVDF_MULTITEXTURE:
	case EVDF_BILINEAR_FILTER:
		return true;
	case EVDF_HARDWARE_TL:
		return (Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0;
	case EVDF_MIP_MAP:
		return (Caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) != 0;
	case EVDF_STENCIL_BUFFER:
		return StencilBuffer &&  Caps.StencilCaps;
	case EVDF_VERTEX_SHADER_1_1:
		return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1);
	case EVDF_VERTEX_SHADER_2_0:
		return Caps.VertexShaderVersion >= D3DVS_VERSION(2,0);
	case EVDF_VERTEX_SHADER_3_0:
		return Caps.VertexShaderVersion >= D3DVS_VERSION(3,0);
	case EVDF_PIXEL_SHADER_1_1:
		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,1);
	case EVDF_PIXEL_SHADER_1_2:
		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,2);
	case EVDF_PIXEL_SHADER_1_3:
		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,3);
	case EVDF_PIXEL_SHADER_1_4:
		return Caps.PixelShaderVersion >= D3DPS_VERSION(1,4);
	case EVDF_PIXEL_SHADER_2_0:
		return Caps.PixelShaderVersion >= D3DPS_VERSION(2,0);
	case EVDF_PIXEL_SHADER_3_0:
		return Caps.PixelShaderVersion >= D3DPS_VERSION(3,0);
	case EVDF_TEXTURE_NSQUARE:
		return (Caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) == 0;
	case EVDF_TEXTURE_NPOT:
		return (Caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
	case EVDF_COLOR_MASK:
		return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0;
	default:
		return false;
	};
}


//! sets transformation
void CD3D8Driver::setTransform(E_TRANSFORMATION_STATE state,
		const core::matrix4& mat)
{
	switch(state)
	{
	case ETS_VIEW:
		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer()));
		Transformation3DChanged = true;
		break;
	case ETS_WORLD:
		pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer()));
		Transformation3DChanged = true;
		break;
	case ETS_PROJECTION:
		pID3DDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer()));
		Transformation3DChanged = true;
		break;
	case ETS_TEXTURE_0:
	case ETS_TEXTURE_1:
	case ETS_TEXTURE_2:
	case ETS_TEXTURE_3:
		pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
		pID3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )),
			(D3DMATRIX*)((void*)mat.pointer()));
		break;
	case ETS_COUNT:
		break;
	}

	Matrices[state] = mat;
}


//! sets the current Texture
bool CD3D8Driver::setTexture(s32 stage, const video::ITexture* texture)
{
	if (CurrentTexture[stage] == texture)
		return true;

	if (texture && texture->getDriverType() != EDT_DIRECT3D8)
	{
		os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
		return false;
	}

	CurrentTexture[stage] = texture;

	if (!texture)
	{
		pID3DDevice->SetTexture(stage, 0);
		pID3DDevice->SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
	}
	else
	{
		pID3DDevice->SetTexture(stage, ((const CD3D8Texture*)texture)->getDX8Texture());
	}
	return true;
}


//! sets a material
void CD3D8Driver::setMaterial(const SMaterial& material)
{
	Material = material;
	OverrideMaterial.apply(Material);

	for (u32 i=0; i<MaxTextureUnits; ++i)
	{
		setTexture(i, Material.getTexture(i));
		setTransform((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ),
				material.getTextureMatrix(i));
	}
}


//! returns a device dependent texture from a software surface (IImage)
video::ITexture* CD3D8Driver::createDeviceDependentTexture(IImage* surface,const core::string<c16>& name)
{
	return new CD3D8Texture(surface, this, TextureCreationFlags, name);
}


//! Enables or disables a texture creation flag.
void CD3D8Driver::setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag,
		bool enabled)
{
	if (flag == video::ETCF_CREATE_MIP_MAPS && !queryFeature(EVDF_MIP_MAP))
		enabled = false;

	CNullDriver::setTextureCreationFlag(flag, enabled);
}


//! sets a render target
bool CD3D8Driver::setRenderTarget(video::ITexture* texture,
		bool clearBackBuffer, bool clearZBuffer, SColor color)
{
	// check for right driver type

	if (texture && texture->getDriverType() != EDT_DIRECT3D8)
	{
		os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
		return false;
	}

	// check for valid render target

	CD3D8Texture* tex = (CD3D8Texture*)texture;

	if (texture && !tex->isRenderTarget())
	{
		os::Printer::log("Fatal Error: Tried to set a non render target texture as render target.", ELL_ERROR);
		return false;
	}

	if (texture && (tex->getSize().Width > ScreenSize.Width ||
		tex->getSize().Height > ScreenSize.Height ))
	{
		os::Printer::log("Error: Tried to set a render target texture which is bigger than the screen.", ELL_ERROR);
		return false;
	}

	// check if we should set the previous RT back

	bool ret = true;

	if (tex == 0)
	{
		if (PrevRenderTarget)
		{
			IDirect3DSurface8* dss = 0;
			pID3DDevice->GetDepthStencilSurface(&dss);

			if (FAILED(pID3DDevice->SetRenderTarget(PrevRenderTarget, dss)))
			{
				os::Printer::log("Error: Could not set back to previous render target.", ELL_ERROR);
				ret = false;
			}

			if (dss)
				dss->Release();

			CurrentRendertargetSize = core::dimension2d<u32>(0,0);
			PrevRenderTarget->Release();
			PrevRenderTarget = 0;
		}
	}
	else
	{
		// we want to set a new target. so do this.

		// store previous target

		if (!PrevRenderTarget && (FAILED(pID3DDevice->GetRenderTarget(&PrevRenderTarget))))
		{
			os::Printer::log("Could not get previous render target.", ELL_ERROR);
			return false;
		}

		// set new render target

		IDirect3DSurface8* dss = 0;
		pID3DDevice->GetDepthStencilSurface(&dss);

		if (FAILED(pID3DDevice->SetRenderTarget(tex->getRenderTargetSurface(), dss)))
		{
			os::Printer::log("Error: Could not set render target.", ELL_ERROR);
			ret = false;
		}

		if (dss)
			dss->Release();

		CurrentRendertargetSize = tex->getSize();
	}

	if (clearBackBuffer || clearZBuffer)
	{
		DWORD flags = 0;

		if (clearBackBuffer)
			flags |= D3DCLEAR_TARGET;

		if (clearZBuffer)
			flags |= D3DCLEAR_ZBUFFER;

		pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0);
	}

	return ret;
}


//! Creates a render target texture.
ITexture* CD3D8Driver::addRenderTargetTexture(const core::dimension2d<u32>& size, const core::string<c16>& name)
{
	ITexture* tex = new CD3D8Texture(this, size, name);
	addTexture(tex);
	tex->drop();
	return tex;
}


//! sets a viewport
void CD3D8Driver::setViewPort(const core::rect<s32>& area)
{
	core::rect<s32> vp(area);
	core::rect<s32> rendert(0,0, ScreenSize.Width, ScreenSize.Height);
	vp.clipAgainst(rendert);

	D3DVIEWPORT8 viewPort;
	viewPort.X = vp.UpperLeftCorner.X;
	viewPort.Y = vp.UpperLeftCorner.Y;
	viewPort.Width = vp.getWidth();
	viewPort.Height = vp.getHeight();
	viewPort.MinZ = 0.0f;
	viewPort.MaxZ = 1.0f;

	HRESULT hr = D3DERR_INVALIDCALL;
	if (vp.getHeight()>0 && vp.getWidth()>0)
		hr = pID3DDevice->SetViewport(&viewPort);

	if (FAILED(hr))
		os::Printer::log("Failed setting the viewport.", ELL_WARNING);

	ViewPort = vp;
}


//! gets the area of the current viewport
const core::rect<s32>& CD3D8Driver::getViewPort() const
{
	return ViewPort;
}


//! draws a vertex primitive list
void CD3D8Driver::drawVertexPrimitiveList(const void* vertices,
		u32 vertexCount, const void* indexList, u32 primitiveCount,
		E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
		E_INDEX_TYPE iType)
{
	if (!checkPrimitiveCount(primitiveCount))
		return;

	CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);

	if (!vertexCount || !primitiveCount)
		return;

	setVertexShader(vType);

	const u32 stride = getVertexPitchFromType(vType);

	if (setRenderStates3DMode())
	{
		switch (pType)
		{
			case scene::EPT_POINT_SPRITES:
			case scene::EPT_POINTS:
			{
				if (pType==scene::EPT_POINT_SPRITES)
					pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
				pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
				pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *(DWORD*)(&Material.Thickness));
				f32 tmp=1.0f;
				pID3DDevice->SetRenderState(D3DRS_POINTSCALE_C, *(DWORD*)(&tmp));
				tmp=0.0f;
				pID3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, *(DWORD*)(&tmp));
				pID3DDevice->SetRenderState(D3DRS_POINTSCALE_A, *(DWORD*)(&tmp));
				pID3DDevice->SetRenderState(D3DRS_POINTSCALE_B, *(DWORD*)(&tmp));
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_POINTLIST, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
				pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
				if (pType==scene::EPT_POINT_SPRITES)
					pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
			}
			break;
			case scene::EPT_LINE_STRIP:
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
			break;
			case scene::EPT_LINE_LOOP:
			{
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
				u16 tmpIndices[] = {0, primitiveCount};
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
					1, tmpIndices, D3DFMT_INDEX16, vertices, stride);
			}
			break;
			case scene::EPT_LINES:
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
			break;
			case scene::EPT_TRIANGLE_STRIP:
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
			break;
			case scene::EPT_TRIANGLE_FAN:
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLEFAN, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
			break;
			case scene::EPT_TRIANGLES:
				pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vertexCount,
					primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride);
			break;
		}
	}
}


//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
void CD3D8Driver::draw2DImage(const video::ITexture* texture,
		const core::position2d<s32>& pos,
		const core::rect<s32>& sourceRect,
		const core::rect<s32>* clipRect, SColor color,
		bool useAlphaChannelOfTexture)
{
	if (!texture)
		return;

	if (!sourceRect.isValid())
		return;

	if (!setTexture(0, texture))
		return;

	core::position2d<s32> targetPos = pos;
	core::position2d<s32> sourcePos = sourceRect.UpperLeftCorner;
	// This needs to be signed as it may go negative.
	core::dimension2d<s32> sourceSize(sourceRect.getSize());
	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();

	if (clipRect)
	{
		if (targetPos.X < clipRect->UpperLeftCorner.X)
		{
			sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
			if (sourceSize.Width <= 0)
				return;

			sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
			targetPos.X = clipRect->UpperLeftCorner.X;
		}

		if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
		{
			sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
			if (sourceSize.Width <= 0)
				return;
		}

		if (targetPos.Y < clipRect->UpperLeftCorner.Y)
		{
			sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
			if (sourceSize.Height <= 0)
				return;

			sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
			targetPos.Y = clipRect->UpperLeftCorner.Y;
		}

		if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
		{
			sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
			if (sourceSize.Height <= 0)
				return;
		}
	}

	// clip these coordinates

	if (targetPos.X<0)
	{
		sourceSize.Width += targetPos.X;
		if (sourceSize.Width <= 0)
			return;

		sourcePos.X -= targetPos.X;
		targetPos.X = 0;
	}

	if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
	{
		sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
		if (sourceSize.Width <= 0)
			return;
	}

	if (targetPos.Y<0)
	{
		sourceSize.Height += targetPos.Y;
		if (sourceSize.Height <= 0)
			return;

		sourcePos.Y -= targetPos.Y;
		targetPos.Y = 0;
	}

	if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
	{
		sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
		if (sourceSize.Height <= 0)
			return;
	}

	// ok, we've clipped everything.
	// now draw it.

	s32 xPlus = -(s32)(renderTargetSize.Width>>1);
	f32 xFact = 1.0f / (renderTargetSize.Width>>1);

	s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1);
	f32 yFact = 1.0f / (renderTargetSize.Height>>1);

	const core::dimension2d<u32> sourceSurfaceSize = texture->getOriginalSize();
	core::rect<f32> tcoords;
	tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)+0.5f) / texture->getOriginalSize().Width ;
	tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)+0.5f) / texture->getOriginalSize().Height;
	tcoords.LowerRightCorner.X = (((f32)sourcePos.X +0.5f + (f32)sourceSize.Width)) / texture->getOriginalSize().Width;
	tcoords.LowerRightCorner.Y = (((f32)sourcePos.Y +0.5f + (f32)sourceSize.Height)) / texture->getOriginalSize().Height;

	core::rect<s32> poss(targetPos, core::dimension2d<s32>(sourceSize));

	setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);

	S3DVertex vtx[4];
	vtx[0] = S3DVertex((f32)(poss.UpperLeftCorner.X+xPlus) * xFact,
			(f32)(yPlus-poss.UpperLeftCorner.Y ) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, color,
			tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
	vtx[1] = S3DVertex((f32)(poss.LowerRightCorner.X+xPlus) * xFact,
			(f32)(yPlus- poss.UpperLeftCorner.Y) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, color,
			tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
	vtx[2] = S3DVertex((f32)(poss.LowerRightCorner.X+xPlus) * xFact,
			(f32)(yPlus-poss.LowerRightCorner.Y) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, color,
			tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
	vtx[3] = S3DVertex((f32)(poss.UpperLeftCorner.X+xPlus) * xFact,
			(f32)(yPlus-poss.LowerRightCorner.Y) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, color,
			tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);

	s16 indices[6] = {0,1,2,0,2,3};

	setVertexShader(EVT_STANDARD);

	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
			D3DFMT_INDEX16,&vtx[0],	sizeof(S3DVertex));
}


void CD3D8Driver::draw2DImage(const video::ITexture* texture,
		const core::rect<s32>& destRect,
		const core::rect<s32>& sourceRect,
		const core::rect<s32>* clipRect,
		const video::SColor* const colors,
		bool useAlphaChannelOfTexture)
{
	if(!texture)
		return;

	const core::dimension2d<u32>& ss = texture->getOriginalSize();
	core::rect<f32> tcoords;
	tcoords.UpperLeftCorner.X = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width;
	tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height;
	tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width;
	tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height;

	core::rect<s32> clippedRect(destRect);
	if (clipRect)
	{
		clippedRect.clipAgainst(*clipRect);

		//tcoords must be clipped by the same factors
		const f32 tcWidth = tcoords.getWidth();
		const f32 tcHeight = tcoords.getHeight();

		const f32 invDestRectWidth = 1.f / (f32)(destRect.getWidth());
		f32 scale = (f32)(clippedRect.UpperLeftCorner.X - destRect.UpperLeftCorner.X) * invDestRectWidth;
		tcoords.UpperLeftCorner.X += scale * tcWidth;
		scale = (f32)(destRect.LowerRightCorner.X - clippedRect.LowerRightCorner.X) * invDestRectWidth;
		tcoords.LowerRightCorner.X -= scale * tcWidth;

		const f32 invDestRectHeight = 1.f / (f32)(destRect.getHeight());
		scale = (f32)(clippedRect.UpperLeftCorner.Y - destRect.UpperLeftCorner.Y) * invDestRectHeight;
		tcoords.UpperLeftCorner.Y += scale * tcHeight;
		scale = (f32)(destRect.LowerRightCorner.Y - clippedRect.LowerRightCorner.Y) * invDestRectHeight;
		tcoords.LowerRightCorner.Y -= scale * tcHeight;
	}

	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
	core::rect<f32> npos;
	f32 xFact = 2.0f / ( renderTargetSize.Width );
	f32 yFact = 2.0f / ( renderTargetSize.Height );
	npos.UpperLeftCorner.X = ( clippedRect.UpperLeftCorner.X * xFact ) - 1.0f;
	npos.UpperLeftCorner.Y = 1.0f - ( clippedRect.UpperLeftCorner.Y * yFact );
	npos.LowerRightCorner.X = ( clippedRect.LowerRightCorner.X * xFact ) - 1.0f;
	npos.LowerRightCorner.Y = 1.0f - ( clippedRect.LowerRightCorner.Y * yFact );

	const video::SColor temp[4] =
	{
		0xFFFFFFFF,
		0xFFFFFFFF,
		0xFFFFFFFF,
		0xFFFFFFFF
	};

	const video::SColor* const useColor = colors ? colors : temp;

	S3DVertex vtx[4]; // clock wise
	vtx[0] = S3DVertex(npos.UpperLeftCorner.X, npos.UpperLeftCorner.Y, 0.0f,
			0.0f, 0.0f, 0.0f, useColor[0],
			tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
	vtx[1] = S3DVertex(npos.LowerRightCorner.X, npos.UpperLeftCorner.Y, 0.0f,
			0.0f, 0.0f, 0.0f, useColor[3],
			tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
	vtx[2] = S3DVertex(npos.LowerRightCorner.X, npos.LowerRightCorner.Y, 0.0f,
			0.0f, 0.0f, 0.0f, useColor[2],
			tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
	vtx[3] = S3DVertex(npos.UpperLeftCorner.X, npos.LowerRightCorner.Y, 0.0f,
			0.0f, 0.0f, 0.0f, useColor[1],
			tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);

	s16 indices[6] = {0,1,2,0,2,3};

	setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
			useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
			true, useAlphaChannelOfTexture);

	setTexture(0, texture);

	setVertexShader(EVT_STANDARD);

	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
		D3DFMT_INDEX16,&vtx[0], sizeof(S3DVertex));
}


//!Draws an 2d rectangle with a gradient.
void CD3D8Driver::draw2DRectangle(const core::rect<s32>& position,
		SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown,
		SColor colorRightDown, const core::rect<s32>* clip)
{
	core::rect<s32> pos(position);

	if (clip)
		pos.clipAgainst(*clip);

	if (!pos.isValid())
		return;

	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
	s32 xPlus = -(s32)(renderTargetSize.Width>>1);
	f32 xFact = 1.0f / (renderTargetSize.Width>>1);

	s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1);
	f32 yFact = 1.0f / (renderTargetSize.Height>>1);

	S3DVertex vtx[4];
	vtx[0] = S3DVertex((f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.UpperLeftCorner.Y) * yFact , 0.0f,
			0.0f, 0.0f, 0.0f, colorLeftUp, 0.0f, 0.0f);
	vtx[1] = S3DVertex((f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus- pos.UpperLeftCorner.Y) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, colorRightUp, 0.0f, 1.0f);
	vtx[2] = S3DVertex((f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, colorRightDown, 1.0f, 0.0f);
	vtx[3] = S3DVertex((f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.0f,
			0.0f, 0.0f, 0.0f, colorLeftDown, 1.0f, 1.0f);

	s16 indices[6] = {0,1,2,0,2,3};

	setRenderStates2DMode(
		colorLeftUp.getAlpha() < 255 ||
		colorRightUp.getAlpha() < 255 ||
		colorLeftDown.getAlpha() < 255 ||
		colorRightDown.getAlpha() < 255, false, false);

	setTexture(0,0);

	setVertexShader(EVT_STANDARD);

	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
		D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
}


//! Draws a 2d line.
void CD3D8Driver::draw2DLine(const core::position2d<s32>& start,
					const core::position2d<s32>& end,
					SColor color)
{
	// thanks to Vash TheStampede who sent in his implementation

	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
	const s32 xPlus = -(s32)(renderTargetSize.Width>>1);
	const f32 xFact = 1.0f / (renderTargetSize.Width>>1);

	const s32 yPlus =
	renderTargetSize.Height-(renderTargetSize.Height>>1);
	const f32 yFact = 1.0f / (renderTargetSize.Height>>1);

	S3DVertex vtx[2];
	vtx[0] = S3DVertex((f32)(start.X + xPlus) * xFact,
					(f32)(yPlus - start.Y) * yFact,
					0.0f, // z
					0.0f, 0.0f, 0.0f, // normal
					color,
					0.0f, 0.0f); // texture

	vtx[1] = S3DVertex((f32)(end.X+xPlus) * xFact,
					(f32)(yPlus- end.Y) * yFact,
					0.0f,
					0.0f, 0.0f, 0.0f,
					color,
					0.0f, 0.0f);

	setRenderStates2DMode(color.getAlpha() < 255, false, false);
	setTexture(0,0);

	setVertexShader(EVT_STANDARD);

	pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, &vtx[0], sizeof(S3DVertex));
}


//! Draws a pixel
void CD3D8Driver::drawPixel(u32 x, u32 y, const SColor & color)
{
	const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
	if(x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
		return;

	setRenderStates2DMode(color.getAlpha() < 255, false, false);
	setTexture(0,0);

	setVertexShader(EVT_STANDARD);

	const s32 xPlus = -((s32)renderTargetSize.Width) / 2;
	const f32 xFact = 2.0f / renderTargetSize.Width;
	const s32 yPlus = renderTargetSize.Height / 2;
	const f32 yFact = 2.0f / renderTargetSize.Height;
	S3DVertex vertex((f32)((s32)x + xPlus) * xFact,
					(f32)(yPlus - (s32)y) * yFact,
					0.f, 0.f, 0.f, 0.f, color, 0.f, 0.f);

	pID3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &vertex, sizeof(vertex));
}


//! sets right vertex shader
void CD3D8Driver::setVertexShader(E_VERTEX_TYPE newType)
{
	// Because we don't know if a vertex shader was set in a material instead of a
	// fvf, this call cannot be prevented in D3D8.
	//if (newType != LastVertexType)
	{
		LastVertexType = newType;
		HRESULT hr = 0;

		switch(newType)
		{
		case EVT_STANDARD:
			hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1);
			break;
		case EVT_2TCOORDS:
			hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2);
			break;
		case EVT_TANGENTS:
			hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3 |
				D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
				D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord 2 for tangent
				D3DFVF_TEXCOORDSIZE3(2)   // misuse texture coord 3 for binormal
				);
			break;
		}

		if (FAILED(hr))
		{
			os::Printer::log("Could not set vertex Shader.", ELL_ERROR);
			return;
		}
	}
}


//! sets the needed renderstates
bool CD3D8Driver::setRenderStates3DMode()
{
	if (!pID3DDevice)
		return false;

	if (CurrentRenderMode != ERM_3D)
	{
		// switch back the matrices
		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
		pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
		pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));

		pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);

		ResetRenderStates = true;
	}

	if (ResetRenderStates || LastMaterial != Material)
	{
		// unset old material

		if (CurrentRenderMode == ERM_3D &&
			LastMaterial.MaterialType != Material.MaterialType &&
			LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size())
			MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();

		// set new material.

		if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
			MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
				Material, LastMaterial, ResetRenderStates, this);
	}

	bool shaderOK = true;

	if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
		shaderOK = MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, LastVertexType);

	LastMaterial = Material;

	ResetRenderStates = false;

	CurrentRenderMode = ERM_3D;

	return shaderOK;
}


//! Can be called by an IMaterialRenderer to make its work easier.
void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
	bool resetAllRenderstates)
{
	if (resetAllRenderstates ||
		lastmaterial.AmbientColor != material.AmbientColor ||
		lastmaterial.DiffuseColor != material.DiffuseColor ||
		lastmaterial.SpecularColor != material.SpecularColor ||
		lastmaterial.EmissiveColor != material.EmissiveColor ||
		lastmaterial.Shininess != material.Shininess)
	{
		D3DMATERIAL8 mat;
		mat.Diffuse = colorToD3D(material.DiffuseColor);
		mat.Ambient = colorToD3D(material.AmbientColor);
		mat.Specular = colorToD3D(material.SpecularColor);
		mat.Emissive = colorToD3D(material.EmissiveColor);
		mat.Power = material.Shininess;
		pID3DDevice->SetMaterial(&mat);
	}

	// fillmode
	if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
	{
		if (material.Wireframe)
			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
		else
		if (material.PointCloud)
			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
		else
			pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	}

	// shademode
	if (resetAllRenderstates || lastmaterial.GouraudShading != material.GouraudShading)
	{
		if (material.GouraudShading)
			pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
		else
			pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
	}

	// lighting
	if (resetAllRenderstates || lastmaterial.Lighting != material.Lighting)
	{
		if (material.Lighting)
			pID3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
		else
			pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	}

	// zbuffer
	if (resetAllRenderstates || lastmaterial.ZBuffer != material.ZBuffer)
	{
		switch (material.ZBuffer)
		{
		case ECFN_NEVER:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
			break;
		case ECFN_LESSEQUAL:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
			break;
		case ECFN_EQUAL:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
			break;
		case ECFN_LESS:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
			break;
		case ECFN_NOTEQUAL:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_NOTEQUAL);
			break;
		case ECFN_GREATEREQUAL:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
			break;
		case ECFN_GREATER:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
			break;
		case ECFN_ALWAYS:
			pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
			break;
		}
	}

	// zwrite
//	if (resetAllRenderstates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
	{
		if (material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()))
			pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
		else
			pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE);
	}

	// back face culling
	if (resetAllRenderstates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
	{
//		if (material.FrontfaceCulling && material.BackfaceCulling)
//			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW|D3DCULL_CCW);
//		else
		if (material.FrontfaceCulling)
			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
		else
		if (material.BackfaceCulling)
			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
		else
			pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	}

	// fog
	if (resetAllRenderstates || lastmaterial.FogEnable != material.FogEnable)
	{
		pID3DDevice->SetRenderState(D3DRS_FOGENABLE, material.FogEnable);
	}

	// specular highlights
	if (resetAllRenderstates || !core::equals(lastmaterial.Shininess, material.Shininess))
	{
		bool enable = (material.Shininess!=0);
		pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable);
		pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, enable);
		pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
	}

	// normalization
	if (resetAllRenderstates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
	{
		pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS,  material.NormalizeNormals);
	}

	// Color Mask
	if (queryFeature(EVDF_COLOR_MASK) &&
		(resetAllRenderstates || lastmaterial.ColorMask != material.ColorMask))
	{
		const DWORD flag =
			((material.ColorMask & ECP_RED)?D3DCOLORWRITEENABLE_RED:0) |
			((material.ColorMask & ECP_GREEN)?D3DCOLORWRITEENABLE_GREEN:0) |
			((material.ColorMask & ECP_BLUE)?D3DCOLORWRITEENABLE_BLUE:0) |
			((material.ColorMask & ECP_ALPHA)?D3DCOLORWRITEENABLE_ALPHA:0);
		pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, flag);
	}

	// thickness
	if (resetAllRenderstates || lastmaterial.Thickness != material.Thickness)
	{
		pID3DDevice->SetRenderState(D3DRS_POINTSIZE,  *((DWORD*)&material.Thickness));
	}

	// texture address mode
	for (u32 st=0; st<MaxTextureUnits; ++st)
	{
		if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias)
		{
			const float tmp = material.TextureLayer[st].LODBias * 0.125f;
			pID3DDevice->SetTextureStageState(st, D3DTSS_MIPMAPLODBIAS, *(DWORD*)(&tmp));
		}

		if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrap != material.TextureLayer[st].TextureWrap)
		{
			u32 mode = D3DTADDRESS_WRAP;
			switch (material.TextureLayer[st].TextureWrap)
			{
				case ETC_REPEAT:
					mode=D3DTADDRESS_WRAP;
					break;
				case ETC_CLAMP:
				case ETC_CLAMP_TO_EDGE:
					mode=D3DTADDRESS_CLAMP;
					break;
				case ETC_MIRROR:
					mode=D3DTADDRESS_MIRROR;
					break;
				case ETC_CLAMP_TO_BORDER:
					mode=D3DTADDRESS_BORDER;
					break;
			}

			pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSU, mode );
			pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, mode );
		}

		// Bilinear and/or trilinear
		if (resetAllRenderstates ||
			lastmaterial.TextureLayer[st].BilinearFilter != material.TextureLayer[st].BilinearFilter ||
			lastmaterial.TextureLayer[st].TrilinearFilter != material.TextureLayer[st].TrilinearFilter ||
			lastmaterial.TextureLayer[st].AnisotropicFilter != material.TextureLayer[st].AnisotropicFilter )
		{
			if (material.TextureLayer[st].BilinearFilter || material.TextureLayer[st].TrilinearFilter || material.TextureLayer[st].AnisotropicFilter>1)
			{
				D3DTEXTUREFILTERTYPE tftMag = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) &&
						material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
				D3DTEXTUREFILTERTYPE tftMin = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) &&
						material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
				D3DTEXTUREFILTERTYPE tftMip = material.TextureLayer[st].TrilinearFilter ? D3DTEXF_LINEAR : D3DTEXF_POINT;

				if (tftMag==D3DTEXF_ANISOTROPIC || tftMin == D3DTEXF_ANISOTROPIC)
					pID3DDevice->SetTextureStageState(st, D3DTSS_MAXANISOTROPY, core::min_((DWORD)material.TextureLayer[st].AnisotropicFilter, Caps.MaxAnisotropy));
				pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, tftMag);
				pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, tftMin);
				pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, tftMip);
			}
			else
			{
				pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, D3DTEXF_POINT);
				pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, D3DTEXF_NONE);
				pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, D3DTEXF_POINT);
			}
		}
	}
}


//! sets the needed renderstates
void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail)
{
	if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
		CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
		Transformation3DChanged)
	{
		// switch back the matrices
		pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
		pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
		pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));

		Transformation3DChanged = false;

		setTexture(0,0);
		setTexture(1,0);
		setTexture(2,0);
		setTexture(3,0);

		pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

		pID3DDevice->SetVertexShader(D3DFVF_XYZ);
		LastVertexType = (video::E_VERTEX_TYPE)(-1);

		pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE,  FALSE );
		pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
		pID3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT);

		//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
		//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);

		// unset last 3d material
		if (CurrentRenderMode == ERM_3D &&
			Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
			MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
	}

	if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
	{
		// USE THE ZPASS METHOD

		pID3DDevice->SetRenderState( D3DRS_STENCILFUNC,  D3DCMP_ALWAYS );
		pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
		pID3DDevice->SetRenderState( D3DRS_STENCILFAIL,  D3DSTENCILOP_KEEP );

		pID3DDevice->SetRenderState( D3DRS_STENCILREF,       0x1 );
		pID3DDevice->SetRenderState( D3DRS_STENCILMASK,      0xffffffff );
		pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );

		pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
		pID3DDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ZERO );
		pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
	}
	else
	if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
	{
		// USE THE ZFAIL METHOD

		pID3DDevice->SetRenderState( D3DRS_STENCILFUNC,  D3DCMP_ALWAYS );
		pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
		pID3DDevice->SetRenderState( D3DRS_STENCILFAIL,  D3DSTENCILOP_KEEP );
		pID3DDevice->SetRenderState( D3DRS_STENCILPASS,  D3DSTENCILOP_KEEP );

		pID3DDevice->SetRenderState( D3DRS_STENCILREF,       0x0 );
		pID3DDevice->SetRenderState( D3DRS_STENCILMASK,      0xffffffff );
		pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );

		pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
		pID3DDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ZERO );
		pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
	}

	CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
}


//! sets the needed renderstates
void CD3D8Driver::setRenderStatesStencilFillMode(bool alpha)
{
	if (CurrentRenderMode != ERM_STENCIL_FILL || Transformation3DChanged)
	{
		pID3DDevice->SetTransform(D3DTS_VIEW, &UnitMatrixD3D8);
		pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
		pID3DDevice->SetTransform(D3DTS_PROJECTION, &UnitMatrixD3D8);

		pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
		pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
		pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);

		pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
		pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

		pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1 );
		pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
		//pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL);
		pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
		pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
		pID3DDevice->SetRenderState( D3DRS_STENCILMASK,      0xffffffff );
		pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );

		pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);

		Transformation3DChanged = false;

		if (alpha)
		{
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_SELECTARG1);
			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
			pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
		}
		else
		{
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_DISABLE);
			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		}
	}

	CurrentRenderMode = ERM_STENCIL_FILL;
}


//! sets the needed renderstates
void CD3D8Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
{
	if (!pID3DDevice)
		return;

	if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
	{
		// unset last 3d material
		if (CurrentRenderMode == ERM_3D)
		{
			if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
				MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();

			SMaterial mat;
			mat.ZBuffer=ECFN_NEVER;
			mat.Lighting=false;
			mat.FrontfaceCulling=false;
			mat.BackfaceCulling=true;
			mat.TextureLayer[0].TextureWrap=ETC_REPEAT;
			mat.TextureLayer[0].BilinearFilter=false;
			setBasicRenderStates(mat, mat, true);
			// fix everything that is wrongly set by SMaterial default
			pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
			pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
			pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
			pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
			pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
			pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE );

			pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );

			setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
			pID3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
		}
		pID3DDevice->SetTransform(D3DTS_VIEW, &UnitMatrixD3D8);
		pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
		pID3DDevice->SetTransform(D3DTS_PROJECTION, &UnitMatrixD3D8);

		Transformation3DChanged = false;
	}

	if (texture)
	{
		if (alphaChannel)
		{
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
			pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );

			if (alpha)
			{
				pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP,  D3DTOP_MODULATE );
				pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
			}
			else
			{
				pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP,  D3DTOP_SELECTARG1 );
			}

			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA);
			pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
		}
		else
		{
			pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
			if (alpha)
			{
				pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
				pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
				pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
				pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
			}
			else
			{
				pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
				pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
				pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_DISABLE);
				pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
			}
		}
	}
	else
	{
		pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
		pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
		if (alpha)
		{
			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_SELECTARG1);
			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
			pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
			pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
		}
		else
		{
			pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,  D3DTOP_DISABLE);
			pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		}
	}

	CurrentRenderMode = ERM_2D;
}


//! deletes all dynamic lights there are
void CD3D8Driver::deleteAllDynamicLights()
{
	for (s32 i=0; i<LastSetLight+1; ++i)
		pID3DDevice->LightEnable(i, false);

	LastSetLight = -1;

	CNullDriver::deleteAllDynamicLights();
}


//! adds a dynamic light
s32 CD3D8Driver::addDynamicLight(const SLight& dl)
{
	CNullDriver::addDynamicLight(dl);

	D3DLIGHT8 light;

	switch (dl.Type)
	{
	case ELT_POINT:
		light.Type = D3DLIGHT_POINT;
	break;
	case ELT_SPOT:
		light.Type = D3DLIGHT_SPOT;
	break;
	case ELT_DIRECTIONAL:
		light.Type = D3DLIGHT_DIRECTIONAL;
	break;
	}

	light.Position = *(D3DVECTOR*)((void*)(&dl.Position));
	light.Direction = *(D3DVECTOR*)((void*)(&dl.Direction));

	light.Range = core::min_(dl.Radius, MaxLightDistance);
	light.Falloff = dl.Falloff;

	light.Diffuse = *(D3DCOLORVALUE*)((void*)(&dl.DiffuseColor));
	light.Specular = *(D3DCOLORVALUE*)((void*)(&dl.SpecularColor));
	light.Ambient = *(D3DCOLORVALUE*)((void*)(&dl.AmbientColor));

	light.Attenuation0 = dl.Attenuation.X;
	light.Attenuation1 = dl.Attenuation.Y;
	light.Attenuation2 = dl.Attenuation.Z;

	light.Theta = dl.InnerCone * 2.0f * core::DEGTORAD;
	light.Phi = dl.OuterCone * 2.0f * core::DEGTORAD;

	++LastSetLight;

	if(D3D_OK == pID3DDevice->SetLight(LastSetLight, &light))
	{
		// I don't care if this succeeds
		(void)pID3DDevice->LightEnable(LastSetLight, true);
		return LastSetLight;
	}

	return -1;
}


void CD3D8Driver::turnLightOn(s32 lightIndex, bool turnOn)
{
	if(lightIndex < 0 || lightIndex > LastSetLight)
		return;

	(void)pID3DDevice->LightEnable(lightIndex, turnOn);
}


//! returns the maximal amount of dynamic lights the device can handle
u32 CD3D8Driver::getMaximalDynamicLightAmount() const
{
	return Caps.MaxActiveLights;
}


//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
void CD3D8Driver::setAmbientLight(const SColorf& color)
{
	if (!pID3DDevice)
		return;

	AmbientLight = color;
	D3DCOLOR col = color.toSColor().color;
	pID3DDevice->SetRenderState(D3DRS_AMBIENT, col);
}


//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
//! driver, it would return "Direct3D8.1".
const wchar_t* CD3D8Driver::getName() const
{
	return L"Direct3D 8.1";
}


//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
void CD3D8Driver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail)
{
	if (!StencilBuffer || !count)
		return;

	setRenderStatesStencilShadowMode(zfail);

	if (!zfail)
	{
		// ZPASS Method

		// Draw front-side of shadow volume in stencil/z only
		pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW );
		pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT);
		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));

		// Now reverse cull order so front sides of shadow volume are written.
		pID3DDevice->SetRenderState( D3DRS_CULLMODE,   D3DCULL_CW );
		pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECRSAT);
		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
	}
	else
	{
		// ZFAIL Method

		// Draw front-side of shadow volume in stencil/z only
		pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
		pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));

		// Now reverse cull order so front sides of shadow volume are written.
		pID3DDevice->SetRenderState( D3DRS_CULLMODE,   D3DCULL_CCW );
		pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL,  D3DSTENCILOP_DECRSAT );
		pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
	}
}


//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
void CD3D8Driver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
			video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
{
	if (!StencilBuffer)
		return;

	S3DVertex vtx[4];
	vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f);
	vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f);
	vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f);
	vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f);

	s16 indices[6] = {0,1,2,1,3,2};

	setRenderStatesStencilFillMode(
		leftUpEdge.getAlpha() < 255 ||
		rightUpEdge.getAlpha() < 255 ||
		leftDownEdge.getAlpha() < 255 ||
		rightDownEdge.getAlpha() < 255);

	setTexture(0,0);

	setVertexShader(EVT_STANDARD);

	pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
		D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));

	if (clearStencilBuffer)
		pID3DDevice->Clear( 0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0);
}


//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
u32 CD3D8Driver::getMaximalPrimitiveCount() const
{
	return Caps.MaxPrimitiveCount;
}


//! Sets the fog mode.
void CD3D8Driver::setFog(SColor color, bool linearFog, f32 start,
	f32 end, f32 density, bool pixelFog, bool rangeFog)
{
	CNullDriver::setFog(color, linearFog, start, end, density, pixelFog, rangeFog);

	if (!pID3DDevice)
		return;

	pID3DDevice->SetRenderState(D3DRS_FOGCOLOR, color.color);

#if defined( _IRR_XBOX_PLATFORM_)
	pID3DDevice->SetRenderState(
		pixelFog  ? D3DRS_FOGTABLEMODE : D3DRS_FOGTABLEMODE,
		linearFog ? D3DFOG_LINEAR : D3DFOG_EXP);

#else
	pID3DDevice->SetRenderState(
		pixelFog  ? D3DRS_FOGTABLEMODE : D3DRS_FOGVERTEXMODE,
		linearFog ? D3DFOG_LINEAR : D3DFOG_EXP);
#endif

	if(linearFog)
	{
		pID3DDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)(&start));
		pID3DDevice->SetRenderState(D3DRS_FOGEND,   *(DWORD*)(&end));
	}
	else
		pID3DDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)(&density));

	if(!pixelFog)
		pID3DDevice->SetRenderState	(D3DRS_RANGEFOGENABLE, rangeFog);
}


//! Draws a 3d line.
void CD3D8Driver::draw3DLine(const core::vector3df& start,
	const core::vector3df& end, SColor color)
{
	setVertexShader(EVT_STANDARD);
	setRenderStates3DMode();
	video::S3DVertex v[2];
	v[0].Color = color;
	v[1].Color = color;
	v[0].Pos = start;
	v[1].Pos = end;

	pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, v, sizeof(S3DVertex));
}


void CD3D8Driver::OnResize(const core::dimension2d<u32>& size)
{
	if (!pID3DDevice)
		return;

	CNullDriver::OnResize(size);
	reset();
}


//! Returns type of video driver
E_DRIVER_TYPE CD3D8Driver::getDriverType() const
{
	return EDT_DIRECT3D8;
}


//! Returns the transformation set by setTransform
const core::matrix4& CD3D8Driver::getTransform(E_TRANSFORMATION_STATE state) const
{
	return Matrices[state];
}


//! Sets a vertex shader constant.
void CD3D8Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
	if (data)
		pID3DDevice->SetVertexShaderConstant(startRegister, data, constantAmount);
}


//! Sets a pixel shader constant.
void CD3D8Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
	if (data)
		pID3DDevice->SetPixelShaderConstant(startRegister, data, constantAmount);
}


//! Sets a constant for the vertex shader based on a name.
bool CD3D8Driver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
{
	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
	return false;
}


//! Sets a constant for the pixel shader based on a name.
bool CD3D8Driver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
{
	os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
	return false;
}


//! Returns pointer to the IGPUProgrammingServices interface.
IGPUProgrammingServices* CD3D8Driver::getGPUProgrammingServices()
{
	return this;
}


//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 CD3D8Driver::addShaderMaterial(const c8* vertexShaderProgram,
	const c8* pixelShaderProgram,
	IShaderConstantSetCallBack* callback,
	E_MATERIAL_TYPE baseMaterial, s32 userData)
{
	s32 nr = -1;
	CD3D8ShaderMaterialRenderer* r = new CD3D8ShaderMaterialRenderer(
		pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram,
		callback, getMaterialRenderer(baseMaterial), userData);

	r->drop();
	return nr;
}


//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
IVideoDriver* CD3D8Driver::getVideoDriver()
{
	return this;
}


//! Clears the ZBuffer.
void CD3D8Driver::clearZBuffer()
{
	HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0);

	if (FAILED(hr))
		os::Printer::log("CD3D8Driver clearZBuffer() failed.", ELL_WARNING);
}


//! Returns an image created from the last rendered frame.
IImage* CD3D8Driver::createScreenShot()
{
#if defined( _IRR_XBOX_PLATFORM_)
	return 0;
#else
	HRESULT hr;

	// query the screen dimensions of the current adapter
	D3DDISPLAYMODE displayMode;
	pID3DDevice->GetDisplayMode(&displayMode);

	// create the image surface to store the front buffer image [always A8R8G8B8]
	LPDIRECT3DSURFACE8 lpSurface;
	if (FAILED(hr = pID3DDevice->CreateImageSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, &lpSurface)))
		return 0;

	// read the front buffer into the image surface
	if (FAILED(hr = pID3DDevice->GetFrontBuffer(lpSurface)))
	{
		lpSurface->Release();
		return 0;
	}

	RECT clientRect;
	{
		POINT clientPoint;
		clientPoint.x = 0;
		clientPoint.y = 0;

		ClientToScreen( (HWND)getExposedVideoData().D3D8.HWnd, &clientPoint );

		clientRect.left   = clientPoint.x;
		clientRect.top    = clientPoint.y;
		clientRect.right  = clientRect.left + ScreenSize.Width;
		clientRect.bottom = clientRect.top  + ScreenSize.Height;
	}

	// lock our area of the surface
	D3DLOCKED_RECT lockedRect;
	if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY)))
	{
		lpSurface->Release();
		return 0;
	}

	// this could throw, but we aren't going to worry about that case very much
	IImage* newImage = new CImage(ECF_A8R8G8B8, ScreenSize);

	// d3d pads the image, so we need to copy the correct number of bytes
	u32* dP = (u32*)newImage->lock();
	u8 * sP = (u8 *)lockedRect.pBits;

	// If the display mode format doesn't promise anything about the Alpha value
	// and it appears that it's not presenting 255, then we should manually
	// set each pixel alpha value to 255.
	if(D3DFMT_X8R8G8B8 == displayMode.Format && (0xFF000000 != (*dP & 0xFF000000)))
	{
		for (u32 y = 0; y < ScreenSize.Height; ++y)
		{
			for(u32 x = 0; x < ScreenSize.Width; ++x)
			{
				*dP = *((u32*)sP) | 0xFF000000;
				dP++;
				sP += 4;
			}

			sP += lockedRect.Pitch - (4 * ScreenSize.Width);
		}
	}
	else
	{
		for (u32 y = 0; y < ScreenSize.Height; ++y)
		{
			memcpy(dP, sP, ScreenSize.Width * 4);

			sP += lockedRect.Pitch;
			dP += ScreenSize.Width;
		}
	}

	newImage->unlock();

	// we can unlock and release the surface
	lpSurface->UnlockRect();

	// release the image surface
	lpSurface->Release();

	// return status of save operation to caller
	return newImage;
#endif
}


// returns the current size of the screen or rendertarget
const core::dimension2d<u32>& CD3D8Driver::getCurrentRenderTargetSize() const
{
	if ( CurrentRendertargetSize.Width == 0 )
		return ScreenSize;
	else
		return CurrentRendertargetSize;
}


// Set/unset a clipping plane.
bool CD3D8Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
{
#if defined( _IRR_XBOX_PLATFORM_)
	return false;
#else
	if (index >= MaxUserClipPlanes)
		return false;
	pID3DDevice->SetClipPlane(index, (const float*)&plane);
	enableClipPlane(index, enable);
	return true;
#endif
}


// Enable/disable a clipping plane.
void CD3D8Driver::enableClipPlane(u32 index, bool enable)
{
#if defined( _IRR_XBOX_PLATFORM_)
	return;
#else
	if (index >= MaxUserClipPlanes)
		return;
	DWORD renderstate;
	pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate);
	if (enable)
		renderstate |= (1 << index);
	else
		renderstate &= ~(1 << index);
	pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate);
#endif
}


} // end namespace video
} // end namespace irr

#endif // _IRR_COMPILE_WITH_DIRECT3D_8_


namespace irr
{
namespace video
{

#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
//! creates a video driver
IVideoDriver* createDirectX8Driver(const core::dimension2d<u32>& screenSize,
		HWND window, u32 bits, bool fullscreen, bool stencilbuffer,
		io::IFileSystem* io, bool pureSoftware, bool highPrecisionFPU,
		bool vsync, u8 antiAlias)
{
	CD3D8Driver* dx8 =  new CD3D8Driver(screenSize, window, fullscreen,
					stencilbuffer, io, pureSoftware);

	if (!dx8->initDriver(screenSize, window, bits, fullscreen,
			pureSoftware, highPrecisionFPU, vsync, antiAlias))
	{
		dx8->drop();
		dx8 = 0;
	}

	return dx8;
}
#endif // _IRR_COMPILE_WITH_DIRECT3D_8_

} // end namespace video
} // end namespace irr

