mirror of
https://git.neolegacy.dev/neoStudiosLCE/4JLibs.git
synced 2026-07-18 01:20:42 +00:00
chore: make all code conventions consistent, slightly clean up some things and fix bugs where some stuff would visually look messed up
This commit is contained in:
@@ -138,8 +138,6 @@ private:
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ID3D11SamplerState *GetManagedSamplerState();
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void DeleteInternalBuffer(int index);
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Renderer::Context &getContext();
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static D3D11_PRIMITIVE_TOPOLOGY *m_Topologies;
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static DXGI_FORMAT textureFormats[C4JRender::MAX_TEXTURE_FORMATS];
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public:
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struct Texture
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{
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@@ -333,12 +331,12 @@ public:
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DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
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DWORD stackType;
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DWORD textureIdx;
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BYTE faceCullEnabled;
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BYTE depthTestEnabled;
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BYTE alphaTestEnabled;
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bool faceCullEnabled;
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bool depthTestEnabled;
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bool alphaTestEnabled;
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float alphaReference;
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BYTE depthWriteEnabled;
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BYTE fogEnabled;
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bool depthWriteEnabled;
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bool fogEnabled;
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float fogNearDistance;
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float fogFarDistance;
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float fogDensity;
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@@ -346,9 +344,9 @@ public:
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float fogColourBlue;
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float fogColourGreen;
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DWORD fogMode;
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BYTE lightingEnabled;
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BYTE lightEnabled[2];
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BYTE lightingDirty;
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bool lightingEnabled;
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bool lightEnabled[2];
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bool lightingDirty;
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DWORD forcedLOD;
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BYTE paddingAfterForceLOD[4];
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DirectX::XMFLOAT4 lightDirection[2];
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@@ -378,7 +376,7 @@ public:
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DWORD recordingBufferIndex;
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DWORD recordingVertexType;
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DWORD recordingPrimitiveType;
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BYTE deferredModeEnabled;
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bool deferredModeEnabled;
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std::vector<DeferredCBuff> deferredBuffers;
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D3D11_BLEND_DESC blendDesc;
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
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@@ -387,13 +385,12 @@ public:
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};
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static DWORD tlsIdx;
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static unsigned int s_auiWidths[MAX_MIP_LEVELS + 1];
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static unsigned int s_auiHeights[MAX_MIP_LEVELS + 1];
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static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5];
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static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[2];
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static D3D11_PRIMITIVE_TOPOLOGY g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT];
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static int totalAlloc;
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static _RTL_CRITICAL_SECTION totalAllocCS;
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static DWORD s_auiWidths[];
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static DWORD s_auiHeights[];
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static DXGI_FORMAT textureFormats[];
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static D3D_PRIMITIVE_TOPOLOGY g_topologies[];
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static int totalAlloc;
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float m_fClearColor[4];
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ID3D11Device *m_pDevice;
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@@ -1,17 +1,19 @@
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#pragma once
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#include "stdafx.h"
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#include "Renderer.h"
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#include <algorithm>
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#include <cstddef>
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#include <cstdint>
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#include <cstdlib>
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#include <cstring>
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#include <new>
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Renderer::CommandBuffer::CommandBuffer(bool full)
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: m_vertexBuffer(nullptr), m_vertexData(nullptr), m_vertexDataLength(0), m_commands(), m_allocated(0x1000), isActive(full ? 1 : 0)
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: m_vertexBuffer(NULL)
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, m_vertexData(NULL)
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, m_vertexDataLength(0)
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, m_commands()
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, m_allocated(0x1000)
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, isActive(full ? 1 : 0)
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{
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m_vertexData = std::malloc(m_allocated);
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m_vertexData = malloc(m_allocated);
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EnterCriticalSection(&Renderer::totalAllocCS);
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Renderer::totalAlloc += static_cast<int>(m_allocated);
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LeaveCriticalSection(&Renderer::totalAllocCS);
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@@ -20,11 +22,9 @@ Renderer::CommandBuffer::CommandBuffer(bool full)
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Renderer::CommandBuffer::~CommandBuffer()
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{
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if (m_vertexBuffer)
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{
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m_vertexBuffer->Release();
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}
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std::free(m_vertexData);
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free(m_vertexData);
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EnterCriticalSection(&Renderer::totalAllocCS);
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Renderer::totalAlloc -= static_cast<int>(m_allocated);
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@@ -38,7 +38,7 @@ void Renderer::CommandBuffer::EndRecording(ID3D11Device *device)
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if (m_vertexDataLength != 0)
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{
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = m_vertexDataLength;
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desc.ByteWidth = static_cast<UINT>(m_vertexDataLength);
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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@@ -47,8 +47,8 @@ void Renderer::CommandBuffer::EndRecording(ID3D11Device *device)
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device->CreateBuffer(&desc, &data, &m_vertexBuffer);
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}
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std::free(m_vertexData);
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m_vertexData = nullptr;
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free(m_vertexData);
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m_vertexData = NULL;
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}
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std::uint64_t Renderer::CommandBuffer::GetAllocated()
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@@ -65,7 +65,7 @@ void Renderer::CommandBuffer::AddMatrix(const float *matrix)
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{
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Command command = {};
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command.m_command_type = COMMAND_ADD_MATRIX;
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std::memcpy(command.add_matrix.m_matrix, matrix, sizeof(command.add_matrix.m_matrix));
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memcpy(command.add_matrix.m_matrix, matrix, sizeof(command.add_matrix.m_matrix));
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m_commands.push_back(command);
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}
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@@ -73,7 +73,7 @@ void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int coun
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{
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if (c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF])
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{
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this->AddMatrix(InternalRenderManager.MatrixGet(MATRIX_MODE_MODELVIEW_CBUFF));
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AddMatrix(InternalRenderManager.MatrixGet(MATRIX_MODE_MODELVIEW_CBUFF));
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c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = false;
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}
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@@ -92,7 +92,7 @@ void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int coun
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Renderer::totalAlloc -= static_cast<int>(m_allocated);
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LeaveCriticalSection(&Renderer::totalAllocCS);
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m_allocated = ((m_vertexDataLength + (0x1000u - 1u)) & ~(0x1000u - 1u));
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m_allocated = ((m_vertexDataLength + (0x1000 - 1)) & ~(0x1000 - 1));
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m_vertexData = std::realloc(m_vertexData, m_allocated);
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EnterCriticalSection(&Renderer::totalAllocCS);
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@@ -101,7 +101,7 @@ void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int coun
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}
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const std::size_t byteCount = std::size_t(stride) * std::size_t(count);
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std::memcpy(static_cast<std::uint8_t *>(m_vertexData) + vertexOffset, dataIn, byteCount);
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memcpy(static_cast<std::uint8_t *>(m_vertexData) + vertexOffset, dataIn, byteCount);
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m_commands.push_back(command);
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}
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@@ -244,9 +244,7 @@ void Renderer::CommandBuffer::SetFaceCull(bool enable)
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void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Context &c, int primitiveType)
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{
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if (!m_vertexBuffer)
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{
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return;
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}
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int drawVertexType = vType;
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int shaderVertexType = drawVertexType;
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@@ -265,14 +263,14 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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command.add_matrix.m_matrix[15]};
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D3D11_MAPPED_SUBRESOURCE mappedAux0 = {};
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c.m_pDeviceContext->Map(c.m_compressedTranslationBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux0);
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std::memcpy(mappedAux0.pData, row, sizeof(row));
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memcpy(mappedAux0.pData, row, sizeof(row));
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c.m_pDeviceContext->Unmap(c.m_compressedTranslationBuffer, 0);
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}
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else
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{
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D3D11_MAPPED_SUBRESOURCE mappedMatrix1 = {};
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c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix1);
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std::memcpy(mappedMatrix1.pData, command.add_matrix.m_matrix, sizeof(command.add_matrix.m_matrix));
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memcpy(mappedMatrix1.pData, command.add_matrix.m_matrix, sizeof(command.add_matrix.m_matrix));
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c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
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matrixOverride = true;
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}
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@@ -300,7 +298,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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if (static_cast<DWORD>(drawVertexType) != InternalRenderManager.activeVertexType)
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{
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c.m_pDeviceContext->VSSetShader(InternalRenderManager.vertexShaderTable[shaderVertexType], nullptr, 0);
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c.m_pDeviceContext->VSSetShader(InternalRenderManager.vertexShaderTable[shaderVertexType], NULL, 0);
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c.m_pDeviceContext->IASetInputLayout(InternalRenderManager.inputLayoutTable[shaderVertexType]);
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InternalRenderManager.activeVertexType = drawVertexType;
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}
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@@ -310,12 +308,12 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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bool drawIndexed = false;
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if (primitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
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{
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drawCount = (drawCount * 6u) / 4u;
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drawCount = (drawCount * 6) / 4;
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drawIndexed = true;
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}
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else if (primitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
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{
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drawCount = (drawCount - 2u) * 3u;
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drawCount = (drawCount - 2) * 3;
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drawIndexed = true;
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}
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@@ -325,13 +323,9 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.m_pDeviceContext->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
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if (drawIndexed)
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{
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c.m_pDeviceContext->DrawIndexed(drawCount, 0, 0);
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}
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else
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{
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c.m_pDeviceContext->Draw(drawCount, 0);
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}
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break;
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}
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case COMMAND_BIND_TEXTURE:
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@@ -346,7 +340,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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{
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D3D11_MAPPED_SUBRESOURCE mappedColour = {};
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c.m_pDeviceContext->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedColour);
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std::memcpy(mappedColour.pData, command.set_color.m_color, sizeof(command.set_color.m_color));
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memcpy(mappedColour.pData, command.set_color.m_color, sizeof(command.set_color.m_color));
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c.m_pDeviceContext->Unmap(c.m_tintColorBuffer, 0);
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break;
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}
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@@ -358,21 +352,21 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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}
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case COMMAND_SET_DEPTH_MASK:
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{
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c.depthWriteEnabled = command.set_depth_mask.m_enable ? 1 : 0;
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c.depthWriteEnabled = command.set_depth_mask.m_enable ? TRUE : FALSE;
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c.depthStencilDesc.DepthWriteMask = command.set_depth_mask.m_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_DEPTH_TEST:
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{
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c.depthTestEnabled = command.set_depth_test.m_enable ? 1 : 0;
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c.depthTestEnabled = command.set_depth_test.m_enable ? TRUE : FALSE;
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c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable ? TRUE : FALSE;
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_LIGHTING_ENABLE:
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{
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c.lightingEnabled = command.set_lighting_enable.m_enable ? 1 : 0;
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c.lightingEnabled = command.set_lighting_enable.m_enable ? TRUE : FALSE;
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break;
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}
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case COMMAND_SET_LIGHT_ENABLE:
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@@ -380,8 +374,8 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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const int light = command.set_light_enable.m_light_index;
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if (light >= 0 && light < 2)
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{
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c.lightEnabled[light] = command.set_light_enable.m_enable ? 1 : 0;
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c.lightingDirty = 1;
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c.lightEnabled[light] = command.set_light_enable.m_enable ? TRUE : FALSE;
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c.lightingDirty = TRUE;
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}
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break;
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}
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@@ -394,7 +388,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.lightDirection[light].y = command.set_light_direction.m_direction[1];
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c.lightDirection[light].z = command.set_light_direction.m_direction[2];
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c.lightDirection[light].w = command.set_light_direction.m_direction[3];
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c.lightingDirty = 1;
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c.lightingDirty = TRUE;
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}
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break;
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}
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@@ -407,7 +401,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.lightColour[light].y = command.set_light_colour.m_color[1];
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c.lightColour[light].z = command.set_light_colour.m_color[2];
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c.lightColour[light].w = 1.0f;
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c.lightingDirty = 1;
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c.lightingDirty = TRUE;
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}
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break;
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}
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@@ -417,7 +411,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.lightAmbientColour.y = command.set_light_ambient_colour.m_color[1];
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c.lightAmbientColour.z = command.set_light_ambient_colour.m_color[2];
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c.lightAmbientColour.w = 1.0f;
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c.lightingDirty = 1;
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c.lightingDirty = TRUE;
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break;
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}
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case COMMAND_SET_BLEND_ENABLE:
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@@ -446,7 +440,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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{
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c.rasterizerDesc.CullMode = command.set_face_cull.m_enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
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c.m_pDeviceContext->RSSetState(InternalRenderManager.GetManagedRasterizerState());
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c.faceCullEnabled = command.set_face_cull.m_enable ? 1 : 0;
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c.faceCullEnabled = command.set_face_cull.m_enable ? TRUE : FALSE;
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break;
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}
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default:
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@@ -459,7 +453,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
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D3D11_MAPPED_SUBRESOURCE mappedIdentity = {};
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c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedIdentity);
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std::memcpy(mappedIdentity.pData, &identity, sizeof(identity));
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memcpy(mappedIdentity.pData, &identity, sizeof(identity));
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c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
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}
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}
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@@ -472,7 +466,7 @@ bool Renderer::CBuffCall(int index, bool full)
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const int commandIndex = m_commandHandleToIndex[index];
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if (commandIndex >= 0)
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{
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Renderer::Context &c = this->getContext();
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Renderer::Context &c = getContext();
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const std::uint8_t vertexType = m_commandVertexTypes[commandIndex];
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const std::uint8_t primitiveType = m_commandPrimitiveTypes[commandIndex];
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@@ -482,7 +476,7 @@ bool Renderer::CBuffCall(int index, bool full)
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{
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D3D11_MAPPED_SUBRESOURCE mappedMatrix0 = {};
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c.m_pDeviceContext->Map(c.m_modelViewMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix0);
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std::memcpy(mappedMatrix0.pData, this->MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
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memcpy(mappedMatrix0.pData, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
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c.m_pDeviceContext->Unmap(c.m_modelViewMatrix, 0);
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c.matrixDirty[MATRIX_MODE_MODELVIEW] = false;
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}
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@@ -491,7 +485,7 @@ bool Renderer::CBuffCall(int index, bool full)
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{
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D3D11_MAPPED_SUBRESOURCE mappedMatrix2 = {};
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c.m_pDeviceContext->Map(c.m_projectionMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix2);
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std::memcpy(mappedMatrix2.pData, this->MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
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memcpy(mappedMatrix2.pData, MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
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c.m_pDeviceContext->Unmap(c.m_projectionMatrix, 0);
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c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION] = false;
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}
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@@ -500,19 +494,19 @@ bool Renderer::CBuffCall(int index, bool full)
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{
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D3D11_MAPPED_SUBRESOURCE mappedMatrix3 = {};
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c.m_pDeviceContext->Map(c.m_textureMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix3);
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std::memcpy(mappedMatrix3.pData, this->MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
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memcpy(mappedMatrix3.pData, MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
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c.m_pDeviceContext->Unmap(c.m_textureMatrix, 0);
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c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE] = false;
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}
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this->UpdateFogState();
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this->UpdateLightingState();
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this->UpdateViewportState();
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this->UpdateTexGenState();
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UpdateFogState();
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UpdateLightingState();
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UpdateViewportState();
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UpdateTexGenState();
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if (vertexType != activeVertexType)
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{
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c.m_pDeviceContext->VSSetShader(vertexShaderTable[vertexType], nullptr, 0);
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c.m_pDeviceContext->VSSetShader(vertexShaderTable[vertexType], NULL, 0);
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c.m_pDeviceContext->IASetInputLayout(inputLayoutTable[vertexType]);
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activeVertexType = vertexType;
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}
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@@ -523,28 +517,24 @@ bool Renderer::CBuffCall(int index, bool full)
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const float forcedLod[4] = {static_cast<float>(static_cast<int>(c.forcedLOD)), 0.0f, 0.0f, 0.0f};
|
||||
D3D11_MAPPED_SUBRESOURCE mappedAux4 = {};
|
||||
c.m_pDeviceContext->Map(c.m_forcedLODBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux4);
|
||||
std::memcpy(mappedAux4.pData, forcedLod, sizeof(forcedLod));
|
||||
memcpy(mappedAux4.pData, forcedLod, sizeof(forcedLod));
|
||||
c.m_pDeviceContext->Unmap(c.m_forcedLODBuffer, 0);
|
||||
pixelType = C4JRender::PIXEL_SHADER_TYPE_FORCELOD;
|
||||
}
|
||||
|
||||
if (static_cast<DWORD>(pixelType) != activePixelType)
|
||||
{
|
||||
c.m_pDeviceContext->PSSetShader(pixelShaderTable[pixelType], nullptr, 0);
|
||||
c.m_pDeviceContext->PSSetShader(pixelShaderTable[pixelType], NULL, 0);
|
||||
activePixelType = pixelType;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->IASetPrimitiveTopology(m_Topologies[primitiveType]);
|
||||
c.m_pDeviceContext->IASetPrimitiveTopology(g_topologies[primitiveType]);
|
||||
|
||||
ID3D11Buffer *indexBuffer = nullptr;
|
||||
ID3D11Buffer *indexBuffer = NULL;
|
||||
if (primitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
|
||||
{
|
||||
indexBuffer = quadIndexBuffer;
|
||||
}
|
||||
else if (primitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
|
||||
{
|
||||
indexBuffer = fanIndexBuffer;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R16_UINT, 0);
|
||||
}
|
||||
@@ -553,7 +543,7 @@ bool Renderer::CBuffCall(int index, bool full)
|
||||
|
||||
if (full)
|
||||
{
|
||||
this->MultWithStack(m_commandMatrices[commandIndex]);
|
||||
MultWithStack(m_commandMatrices[commandIndex]);
|
||||
c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][0] = DirectX::XMMatrixIdentity();
|
||||
c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = true;
|
||||
}
|
||||
@@ -573,7 +563,7 @@ void Renderer::CBuffClear(int index)
|
||||
const int internalIndex = externalToInternal[index];
|
||||
if (internalIndex >= 0)
|
||||
{
|
||||
this->DeleteInternalBuffer(internalIndex);
|
||||
DeleteInternalBuffer(internalIndex);
|
||||
externalToInternal[index] = static_cast<std::int16_t>(-2);
|
||||
}
|
||||
|
||||
@@ -600,9 +590,7 @@ int Renderer::CBuffCreate(int count)
|
||||
}
|
||||
|
||||
if (cursor >= end)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
++first;
|
||||
++probe;
|
||||
@@ -618,14 +606,10 @@ int Renderer::CBuffCreate(int count)
|
||||
{
|
||||
const int allocationEnd = first + count;
|
||||
for (int i = first; i < allocationEnd; ++i)
|
||||
{
|
||||
m_commandHandleToIndex[i] = static_cast<std::int16_t>(-2);
|
||||
}
|
||||
|
||||
if (reservedRendererByte1)
|
||||
{
|
||||
reservedRendererDword1 = allocationEnd;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -639,28 +623,22 @@ int Renderer::CBuffCreate(int count)
|
||||
|
||||
void Renderer::CBuffDeferredModeEnd()
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
if (!c.deferredModeEnabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnterCriticalSection(&rtl_critical_section100);
|
||||
c.deferredModeEnabled = 0;
|
||||
c.deferredModeEnabled = false;
|
||||
|
||||
for (std::vector<Renderer::DeferredCBuff>::const_iterator it = c.deferredBuffers.begin(); it != c.deferredBuffers.end(); ++it)
|
||||
{
|
||||
const Renderer::DeferredCBuff &deferred = *it;
|
||||
const int existingIndex = m_commandHandleToIndex[deferred.m_vertex_index];
|
||||
if (existingIndex >= 0)
|
||||
{
|
||||
this->DeleteInternalBuffer(existingIndex);
|
||||
}
|
||||
DeleteInternalBuffer(existingIndex);
|
||||
|
||||
if (static_cast<int>(reservedRendererDword2 + reservedRendererDword3 + 10u) > MAX_COMMAND_BUFFERS)
|
||||
{
|
||||
if (static_cast<int>(reservedRendererDword2 + reservedRendererDword3 + 10) > MAX_COMMAND_BUFFERS)
|
||||
DebugBreak();
|
||||
}
|
||||
|
||||
const int internalSlot = reservedRendererDword2;
|
||||
++reservedRendererDword2;
|
||||
@@ -679,7 +657,7 @@ void Renderer::CBuffDeferredModeEnd()
|
||||
|
||||
void Renderer::CBuffDeferredModeStart()
|
||||
{
|
||||
this->getContext().deferredModeEnabled = 1;
|
||||
getContext().deferredModeEnabled = true;
|
||||
}
|
||||
|
||||
void Renderer::CBuffDelete(int first, int count)
|
||||
@@ -691,9 +669,7 @@ void Renderer::CBuffDelete(int first, int count)
|
||||
{
|
||||
const int internalIndex = m_commandHandleToIndex[i];
|
||||
if (internalIndex >= 0)
|
||||
{
|
||||
this->DeleteInternalBuffer(internalIndex);
|
||||
}
|
||||
DeleteInternalBuffer(internalIndex);
|
||||
|
||||
m_commandHandleToIndex[i] = static_cast<std::int16_t>(-1);
|
||||
}
|
||||
@@ -703,7 +679,7 @@ void Renderer::CBuffDelete(int first, int count)
|
||||
|
||||
void Renderer::CBuffEnd()
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
|
||||
assert(c.stackType == MATRIX_MODE_MODELVIEW_CBUFF);
|
||||
assert(c.stackPos[MATRIX_MODE_MODELVIEW_CBUFF] == 0);
|
||||
@@ -724,14 +700,10 @@ void Renderer::CBuffEnd()
|
||||
{
|
||||
const int existingIndex = m_commandHandleToIndex[c.recordingBufferIndex];
|
||||
if (existingIndex >= 0)
|
||||
{
|
||||
this->DeleteInternalBuffer(existingIndex);
|
||||
}
|
||||
DeleteInternalBuffer(existingIndex);
|
||||
|
||||
if (static_cast<int>(reservedRendererDword2 + reservedRendererDword3 + 10u) > MAX_COMMAND_BUFFERS)
|
||||
{
|
||||
if (static_cast<int>(reservedRendererDword2 + reservedRendererDword3 + 10) > MAX_COMMAND_BUFFERS)
|
||||
DebugBreak();
|
||||
}
|
||||
|
||||
const int internalSlot = reservedRendererDword2;
|
||||
++reservedRendererDword2;
|
||||
@@ -746,7 +718,7 @@ void Renderer::CBuffEnd()
|
||||
|
||||
c.stackType = MATRIX_MODE_MODELVIEW;
|
||||
c.commandBuffer->EndRecording(m_pDevice);
|
||||
c.commandBuffer = nullptr;
|
||||
c.commandBuffer = NULL;
|
||||
|
||||
LeaveCriticalSection(&rtl_critical_section100);
|
||||
}
|
||||
@@ -759,24 +731,20 @@ void Renderer::CBuffLockStaticCreations()
|
||||
int Renderer::CBuffSize(int index)
|
||||
{
|
||||
if (index == -1)
|
||||
{
|
||||
return totalAlloc < 0 ? 0 : totalAlloc;
|
||||
}
|
||||
|
||||
unsigned int size = 0;
|
||||
EnterCriticalSection(&rtl_critical_section100);
|
||||
const int commandIndex = m_commandHandleToIndex[index];
|
||||
if (commandIndex >= 0)
|
||||
{
|
||||
size = m_commandBuffers[commandIndex]->GetAllocated();
|
||||
}
|
||||
size = static_cast<unsigned int>(m_commandBuffers[commandIndex]->GetAllocated());
|
||||
LeaveCriticalSection(&rtl_critical_section100);
|
||||
return size;
|
||||
}
|
||||
|
||||
void Renderer::CBuffStart(int index, bool full)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
c.commandBuffer = new (std::nothrow) Renderer::CommandBuffer(full);
|
||||
c.recordingBufferIndex = index;
|
||||
|
||||
@@ -797,10 +765,8 @@ void Renderer::CBuffTick()
|
||||
{
|
||||
Renderer::CommandBuffer *buffer = m_commandBuffers[i];
|
||||
if (buffer)
|
||||
{
|
||||
delete buffer;
|
||||
}
|
||||
m_commandBuffers[i] = nullptr;
|
||||
m_commandBuffers[i] = NULL;
|
||||
}
|
||||
|
||||
reservedRendererDword3 = 0;
|
||||
@@ -832,4 +798,4 @@ void Renderer::DeleteInternalBuffer(int index)
|
||||
}
|
||||
|
||||
LeaveCriticalSection(&rtl_critical_section100);
|
||||
}
|
||||
}
|
||||
@@ -1,39 +1,25 @@
|
||||
#pragma once
|
||||
#include "CompiledShaders.h"
|
||||
#include "stdafx.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include <limits>
|
||||
#include <new>
|
||||
#include "CompiledShaders.h"
|
||||
|
||||
Renderer InternalRenderManager;
|
||||
|
||||
DWORD Renderer::tlsIdx = TlsAlloc();
|
||||
_RTL_CRITICAL_SECTION Renderer::totalAllocCS;
|
||||
|
||||
DWORD Renderer::s_auiWidths[] = { 1920, 512, 256, 128, 64, 0 };
|
||||
DWORD Renderer::s_auiHeights[] = { 1080, 512, 256, 128, 64 };
|
||||
int Renderer::totalAlloc = 0;
|
||||
_RTL_CRITICAL_SECTION Renderer::totalAllocCS = {0};
|
||||
|
||||
static const unsigned int kVertexBufferSize = 0x100000u;
|
||||
static const float kAspectRatio = 1.7777778f;
|
||||
static const unsigned int kScreenGrabWidth = 1920u;
|
||||
static const unsigned int kScreenGrabHeight = 1080u;
|
||||
static const unsigned int kThumbnailSize = 64u;
|
||||
|
||||
static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = {32u, 16u, 32u, 32u};
|
||||
|
||||
unsigned int Renderer::s_auiWidths[MAX_MIP_LEVELS + 1] = {1920u, 512u, 256u, 128u, 64u, 0u};
|
||||
|
||||
unsigned int Renderer::s_auiHeights[MAX_MIP_LEVELS + 1] = {1080u, 512u, 256u, 128u, 64u, 0xFFFFFFFFu};
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC Renderer::g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5] = {
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[] = {
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC Renderer::g_vertex_PTN_Elements_Compressed[2] = {
|
||||
D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[] = {
|
||||
{"POSITION", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
@@ -43,35 +29,80 @@ D3D11_PRIMITIVE_TOPOLOGY Renderer::g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT]
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_LINELIST, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
|
||||
};
|
||||
|
||||
Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceContext)
|
||||
: m_pDeviceContext(deviceContext), userAnnotation(nullptr), annotateDepth(0), stackType(0), textureIdx(0), faceCullEnabled(1),
|
||||
depthTestEnabled(1), alphaTestEnabled(0), alphaReference(1.0f), depthWriteEnabled(1), fogEnabled(0), fogNearDistance(0.0f),
|
||||
fogFarDistance(0.0f), fogDensity(0.0f), fogColourRed(0.0f), fogColourBlue(0.0f), fogColourGreen(0.0f), fogMode(0), lightingEnabled(0),
|
||||
lightingDirty(0), forcedLOD(0xFFFFFFFFu), m_modelViewMatrix(nullptr), m_localTransformMatrix(nullptr), m_projectionMatrix(nullptr),
|
||||
m_textureMatrix(nullptr), m_vertexTexcoordBuffer(nullptr), m_fogParamsBuffer(nullptr), m_lightingStateBuffer(nullptr), m_texGenMatricesBuffer(nullptr),
|
||||
m_compressedTranslationBuffer(nullptr), m_thumbnailBoundsBuffer(nullptr), m_tintColorBuffer(nullptr), m_fogColourBuffer(nullptr), m_unkColorBuffer(nullptr), m_alphaTestBuffer(nullptr),
|
||||
m_clearColorBuffer(nullptr), m_forcedLODBuffer(nullptr), dynamicVertexBase(0), dynamicVertexOffset(0), dynamicVertexBuffer(nullptr),
|
||||
commandBuffer(nullptr), recordingBufferIndex(0), recordingVertexType(0), recordingPrimitiveType(0), deferredModeEnabled(0), deferredBuffers()
|
||||
static const unsigned int kVertexBufferSize = 0x100000;
|
||||
static const unsigned int kScreenGrabWidth = 1920;
|
||||
static const unsigned int kScreenGrabHeight = 1080;
|
||||
static const unsigned int kThumbnailSize = 64;
|
||||
|
||||
static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = { 32, 16, 32, 32 };
|
||||
|
||||
Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext)
|
||||
: m_pDeviceContext(deviceContext)
|
||||
, userAnnotation(NULL)
|
||||
, annotateDepth(0)
|
||||
, stackType(0)
|
||||
, textureIdx(0)
|
||||
, faceCullEnabled(true)
|
||||
, depthTestEnabled(true)
|
||||
, depthWriteEnabled(true)
|
||||
, alphaTestEnabled(false)
|
||||
, alphaReference(1.0f)
|
||||
, fogEnabled(false)
|
||||
, fogNearDistance(0.0f)
|
||||
, fogFarDistance(0.0f)
|
||||
, fogDensity(0.0f)
|
||||
, fogColourRed(0.0f)
|
||||
, fogColourGreen(0.0f)
|
||||
, fogColourBlue(0.0f)
|
||||
, fogMode(0)
|
||||
, lightingEnabled(false)
|
||||
, lightingDirty(false)
|
||||
, forcedLOD(-1)
|
||||
, m_modelViewMatrix(NULL)
|
||||
, m_localTransformMatrix(NULL)
|
||||
, m_projectionMatrix(NULL)
|
||||
, m_textureMatrix(NULL)
|
||||
, m_vertexTexcoordBuffer(NULL)
|
||||
, m_fogParamsBuffer(NULL)
|
||||
, m_lightingStateBuffer(NULL)
|
||||
, m_texGenMatricesBuffer(NULL)
|
||||
, m_compressedTranslationBuffer(NULL)
|
||||
, m_thumbnailBoundsBuffer(NULL)
|
||||
, m_tintColorBuffer(NULL)
|
||||
, m_fogColourBuffer(NULL)
|
||||
, m_unkColorBuffer(NULL)
|
||||
, m_alphaTestBuffer(NULL)
|
||||
, m_clearColorBuffer(NULL)
|
||||
, m_forcedLODBuffer(NULL)
|
||||
, dynamicVertexBase(0)
|
||||
, dynamicVertexOffset(0)
|
||||
, dynamicVertexBuffer(NULL)
|
||||
, commandBuffer(NULL)
|
||||
, recordingBufferIndex(0)
|
||||
, recordingVertexType(0)
|
||||
, recordingPrimitiveType(0)
|
||||
, deferredModeEnabled(false)
|
||||
, deferredBuffers()
|
||||
{
|
||||
deviceContext->QueryInterface(IID_PPV_ARGS(&userAnnotation));
|
||||
std::memset(matrixStacks, 0, sizeof(matrixStacks));
|
||||
std::memset(matrixDirty, 0, sizeof(matrixDirty));
|
||||
std::memset(stackPos, 0, sizeof(stackPos));
|
||||
std::memset(lightEnabled, 0, sizeof(lightEnabled));
|
||||
std::memset(lightDirection, 0, sizeof(lightDirection));
|
||||
std::memset(lightColour, 0, sizeof(lightColour));
|
||||
std::memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
|
||||
std::memset(texGenMatrices, 0, sizeof(texGenMatrices));
|
||||
std::memset(&blendDesc, 0, sizeof(blendDesc));
|
||||
std::memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
|
||||
std::memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
|
||||
memset(matrixStacks, 0, sizeof(matrixStacks));
|
||||
memset(matrixDirty, 0, sizeof(matrixDirty));
|
||||
memset(stackPos, 0, sizeof(stackPos));
|
||||
memset(lightEnabled, 0, sizeof(lightEnabled));
|
||||
memset(lightDirection, 0, sizeof(lightDirection));
|
||||
memset(lightColour, 0, sizeof(lightColour));
|
||||
memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
|
||||
memset(texGenMatrices, 0, sizeof(texGenMatrices));
|
||||
memset(&blendDesc, 0, sizeof(blendDesc));
|
||||
memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
|
||||
memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
|
||||
blendFactor[0] = 0.0f;
|
||||
blendFactor[1] = 0.0f;
|
||||
blendFactor[2] = 0.0f;
|
||||
blendFactor[3] = 0.0f;
|
||||
|
||||
const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
|
||||
for (unsigned int i = 0; i < MATRIX_MODE_MODELVIEW_MAX; ++i)
|
||||
for (UINT i = 0; i < MATRIX_MODE_MODELVIEW_MAX; ++i)
|
||||
{
|
||||
matrixStacks[i][0] = identity;
|
||||
stackPos[i] = 0;
|
||||
@@ -92,8 +123,8 @@ Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceCont
|
||||
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
depthStencilDesc.StencilEnable = FALSE;
|
||||
depthStencilDesc.StencilReadMask = 0xFFu;
|
||||
depthStencilDesc.StencilWriteMask = 0xFFu;
|
||||
depthStencilDesc.StencilReadMask = 0xFF;
|
||||
depthStencilDesc.StencilWriteMask = 0xFF;
|
||||
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
@@ -114,10 +145,10 @@ Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceCont
|
||||
rasterizerDesc.MultisampleEnable = TRUE;
|
||||
rasterizerDesc.AntialiasedLineEnable = FALSE;
|
||||
|
||||
std::memset(lightDirection, 0, sizeof(lightDirection));
|
||||
std::memset(lightColour, 0, sizeof(lightColour));
|
||||
std::memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
|
||||
std::memset(texGenMatrices, 0, sizeof(texGenMatrices));
|
||||
memset(lightDirection, 0, sizeof(lightDirection));
|
||||
memset(lightColour, 0, sizeof(lightColour));
|
||||
memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
|
||||
memset(texGenMatrices, 0, sizeof(texGenMatrices));
|
||||
|
||||
const float zero4[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
const float one4[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
@@ -184,7 +215,7 @@ Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceCont
|
||||
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
device->CreateBuffer(&vbDesc, nullptr, &dynamicVertexBuffer);
|
||||
device->CreateBuffer(&vbDesc, NULL, &dynamicVertexBuffer);
|
||||
}
|
||||
|
||||
void Renderer::BeginConditionalRendering(int) {}
|
||||
@@ -195,11 +226,11 @@ void Renderer::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
|
||||
|
||||
void Renderer::Clear(int flags, D3D11_RECT *)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
|
||||
ID3D11BlendState *blendState = nullptr;
|
||||
ID3D11DepthStencilState *depthState = nullptr;
|
||||
ID3D11RasterizerState *rasterizerState = nullptr;
|
||||
ID3D11BlendState *blendState = NULL;
|
||||
ID3D11DepthStencilState *depthState = NULL;
|
||||
ID3D11RasterizerState *rasterizerState = NULL;
|
||||
|
||||
D3D11_BLEND_DESC blendDesc = {};
|
||||
blendDesc.AlphaToCoverageEnable = FALSE;
|
||||
@@ -238,51 +269,59 @@ void Renderer::Clear(int flags, D3D11_RECT *)
|
||||
rasterDesc.MultisampleEnable = TRUE;
|
||||
m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
|
||||
|
||||
c.m_pDeviceContext->VSSetShader(screenClearVertexShader, nullptr, 0);
|
||||
c.m_pDeviceContext->IASetInputLayout(nullptr);
|
||||
c.m_pDeviceContext->PSSetShader(screenClearPixelShader, nullptr, 0);
|
||||
c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0);
|
||||
c.m_pDeviceContext->IASetInputLayout(NULL);
|
||||
c.m_pDeviceContext->PSSetShader(screenClearPixelShader, NULL, 0);
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
|
||||
c.m_pDeviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetBlendState(blendState, NULL, 0xFFFFFFFF);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
|
||||
c.m_pDeviceContext->RSSetState(rasterizerState);
|
||||
c.m_pDeviceContext->PSSetShaderResources(0, 0, nullptr);
|
||||
c.m_pDeviceContext->PSSetShaderResources(0, 0, NULL);
|
||||
c.m_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
c.m_pDeviceContext->Draw(4, 0);
|
||||
|
||||
if (blendState)
|
||||
{
|
||||
blendState->Release();
|
||||
blendState = nullptr;
|
||||
blendState = NULL;
|
||||
}
|
||||
if (depthState)
|
||||
{
|
||||
depthState->Release();
|
||||
depthState = nullptr;
|
||||
depthState = NULL;
|
||||
}
|
||||
if (rasterizerState)
|
||||
{
|
||||
rasterizerState->Release();
|
||||
rasterizerState = nullptr;
|
||||
rasterizerState = NULL;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
}
|
||||
|
||||
void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linearData, unsigned int width, unsigned int height)
|
||||
{
|
||||
const size_t dataSize = size_t(width) * size_t(height) * 4u;
|
||||
const size_t outputCapacity = ((dataSize * 24u) / 20u) + 256u;
|
||||
const int outputCapacityInt = int(outputCapacity);
|
||||
const int widthInt = int(width);
|
||||
const int heightInt = int(height);
|
||||
void *outputBuffer = std::malloc(outputCapacity);
|
||||
const size_t dataSize = static_cast<size_t>(width) * static_cast<size_t>(height) * 4;
|
||||
const size_t outputCapacity = (dataSize * 24) / 20 + 256;
|
||||
|
||||
void *outputBuffer = malloc(outputCapacity);
|
||||
int outputLength = 0;
|
||||
this->SaveTextureDataToMemory(outputBuffer, outputCapacityInt, &outputLength, widthInt, heightInt, reinterpret_cast<int *>(linearData));
|
||||
|
||||
SaveTextureDataToMemory(
|
||||
outputBuffer,
|
||||
static_cast<int>(outputCapacity),
|
||||
&outputLength,
|
||||
static_cast<int>(width),
|
||||
static_cast<int>(height),
|
||||
reinterpret_cast<int *>(linearData)
|
||||
);
|
||||
|
||||
pngOut->m_type = ImageFileBuffer::e_typePNG;
|
||||
pngOut->m_pBuffer = outputBuffer;
|
||||
pngOut->m_bufferSize = outputLength;
|
||||
@@ -312,7 +351,6 @@ void Renderer::EndEvent()
|
||||
if (c.m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED && c.userAnnotation)
|
||||
{
|
||||
c.userAnnotation->EndEvent();
|
||||
|
||||
--c.annotateDepth;
|
||||
assert(c.annotateDepth >= 0);
|
||||
}
|
||||
@@ -321,7 +359,7 @@ void Renderer::EndEvent()
|
||||
void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
{
|
||||
m_pDevice = pDevice;
|
||||
m_pDeviceContext = this->InitialiseContext(true);
|
||||
m_pDeviceContext = InitialiseContext(true);
|
||||
m_pSwapChain = pSwapChain;
|
||||
|
||||
m_commandHandleToIndex = new int16_t[NUM_COMMAND_HANDLES];
|
||||
@@ -331,24 +369,24 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
m_commandVertexTypes = new uint8_t[MAX_COMMAND_BUFFERS];
|
||||
m_commandPrimitiveTypes = new uint8_t[MAX_COMMAND_BUFFERS];
|
||||
|
||||
std::memset(m_commandHandleToIndex, 0xFF, NUM_COMMAND_HANDLES);
|
||||
std::memset(m_commandBuffers, 0, MAX_COMMAND_BUFFERS);
|
||||
std::memset(m_commandIndexToHandle, 0, MAX_COMMAND_BUFFERS);
|
||||
std::memset(m_commandVertexTypes, 0, MAX_COMMAND_BUFFERS);
|
||||
std::memset(m_commandPrimitiveTypes, 0, MAX_COMMAND_BUFFERS);
|
||||
memset(m_commandHandleToIndex, 0xFF, NUM_COMMAND_HANDLES * sizeof(int16_t));
|
||||
memset(m_commandBuffers, 0, MAX_COMMAND_BUFFERS * sizeof(CommandBuffer*));
|
||||
memset(m_commandIndexToHandle, 0, MAX_COMMAND_BUFFERS * sizeof(int));
|
||||
memset(m_commandVertexTypes, 0, MAX_COMMAND_BUFFERS * sizeof(uint8_t));
|
||||
memset(m_commandPrimitiveTypes, 0, MAX_COMMAND_BUFFERS * sizeof(uint8_t));
|
||||
|
||||
reservedRendererDword3 = 0;
|
||||
|
||||
m_bShouldScreenGrabNextFrame = false;
|
||||
m_bSuspended = false;
|
||||
|
||||
this->SetupShaders();
|
||||
SetupShaders();
|
||||
const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
this->SetClearColour(clearColour);
|
||||
SetClearColour(clearColour);
|
||||
|
||||
UINT backBufferSampleCount = 1;
|
||||
UINT backBufferSampleQuality = 0;
|
||||
ID3D11Texture2D *backBuffer = nullptr;
|
||||
|
||||
ID3D11Texture2D *backBuffer = NULL;
|
||||
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
|
||||
if (backBuffer)
|
||||
{
|
||||
@@ -358,25 +396,24 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
backBufferHeight = backDesc.Height;
|
||||
backBufferSampleCount = backDesc.SampleDesc.Count;
|
||||
backBufferSampleQuality = backDesc.SampleDesc.Quality;
|
||||
m_pDevice->CreateRenderTargetView(backBuffer, nullptr, &renderTargetView);
|
||||
|
||||
m_pDevice->CreateRenderTargetView(backBuffer, NULL, &renderTargetView);
|
||||
|
||||
D3D11_TEXTURE2D_DESC srvDesc = backDesc;
|
||||
srvDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
srvDesc.MiscFlags = 0;
|
||||
ID3D11Texture2D *srvTexture = nullptr;
|
||||
m_pDevice->CreateTexture2D(&srvDesc, nullptr, &srvTexture);
|
||||
m_pDevice->CreateShaderResourceView(srvTexture, nullptr, &renderTargetShaderResourceView);
|
||||
|
||||
ID3D11Texture2D *srvTexture = NULL;
|
||||
m_pDevice->CreateTexture2D(&srvDesc, NULL, &srvTexture);
|
||||
m_pDevice->CreateShaderResourceView(srvTexture, NULL, &renderTargetShaderResourceView);
|
||||
|
||||
srvTexture->Release();
|
||||
backBuffer->Release();
|
||||
}
|
||||
|
||||
ID3D11RenderTargetView *boundRTV = nullptr;
|
||||
ID3D11RenderTargetView *boundRTV = NULL;
|
||||
m_pDeviceContext->OMGetRenderTargets(1, &boundRTV, &depthStencilView);
|
||||
if (boundRTV)
|
||||
{
|
||||
boundRTV->Release();
|
||||
}
|
||||
if (boundRTV) boundRTV->Release();
|
||||
|
||||
if (!depthStencilView && backBufferWidth != 0 && backBufferHeight != 0)
|
||||
{
|
||||
@@ -391,15 +428,15 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
depthDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||
|
||||
ID3D11Texture2D *depthTexture = nullptr;
|
||||
if (SUCCEEDED(m_pDevice->CreateTexture2D(&depthDesc, nullptr, &depthTexture)))
|
||||
ID3D11Texture2D *depthTexture = NULL;
|
||||
if (SUCCEEDED(m_pDevice->CreateTexture2D(&depthDesc, NULL, &depthTexture)))
|
||||
{
|
||||
m_pDevice->CreateDepthStencilView(depthTexture, nullptr, &depthStencilView);
|
||||
m_pDevice->CreateDepthStencilView(depthTexture, NULL, &depthStencilView);
|
||||
depthTexture->Release();
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
desc.Width = s_auiWidths[i + 1];
|
||||
@@ -411,98 +448,97 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
HRESULT hr = 0;
|
||||
hr = m_pDevice->CreateTexture2D(&desc, nullptr, &renderTargetTextures[i]);
|
||||
HRESULT hr = m_pDevice->CreateTexture2D(&desc, NULL, &renderTargetTextures[i]);
|
||||
assert(hr == S_OK);
|
||||
|
||||
hr = m_pDevice->CreateRenderTargetView(renderTargetTextures[i], nullptr, &renderTargetViews[i]);
|
||||
hr = m_pDevice->CreateRenderTargetView(renderTargetTextures[i], NULL, &renderTargetViews[i]);
|
||||
assert(hr == S_OK);
|
||||
|
||||
hr = m_pDevice->CreateShaderResourceView(renderTargetTextures[i], nullptr, &renderTargetShaderResourceViews[i]);
|
||||
hr = m_pDevice->CreateShaderResourceView(renderTargetTextures[i], NULL, &renderTargetShaderResourceViews[i]);
|
||||
assert(hr == S_OK);
|
||||
}
|
||||
|
||||
std::memset(m_textures, 0, sizeof(m_textures));
|
||||
defaultTextureIndex = this->TextureCreate();
|
||||
this->TextureBind(defaultTextureIndex);
|
||||
memset(m_textures, 0, sizeof(m_textures));
|
||||
defaultTextureIndex = TextureCreate();
|
||||
TextureBind(defaultTextureIndex);
|
||||
|
||||
unsigned char *defaultTextureData = new unsigned char[0x400u];
|
||||
std::memset(defaultTextureData, 0xFF, 0x400u);
|
||||
this->TextureData(16, 16, defaultTextureData, 0, C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
||||
unsigned char *defaultTextureData = new unsigned char[0x400];
|
||||
memset(defaultTextureData, 0xFF, 0x400);
|
||||
TextureData(16, 16, defaultTextureData, 0, C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
||||
delete[] defaultTextureData;
|
||||
|
||||
presentCount = 0;
|
||||
rendererFlag0 = 0;
|
||||
reservedRendererWord0 = 10922;
|
||||
this->StateSetViewport(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
|
||||
this->StateSetVertexTextureUV(0.0f, 0.0f);
|
||||
this->TextureBindVertex(-1);
|
||||
StateSetViewport(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
|
||||
StateSetVertexTextureUV(0.0f, 0.0f);
|
||||
TextureBindVertex(-1);
|
||||
|
||||
InitializeCriticalSection(&rtl_critical_section100);
|
||||
InitializeCriticalSection(&Renderer::totalAllocCS);
|
||||
|
||||
reservedRendererDword1 = 0;
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
reservedRendererByte1 = 1;
|
||||
reservedRendererByte0 = 0;
|
||||
|
||||
unsigned short *quadIndices = new unsigned short[0x18000u];
|
||||
for (unsigned int i = 0; i < 0x4000u; ++i)
|
||||
unsigned short *quadIndices = new unsigned short[0x18000];
|
||||
for (UINT i = 0; i < 0x4000; ++i)
|
||||
{
|
||||
const unsigned short base = (unsigned short)(i * 4u);
|
||||
const unsigned int offset = i * 6u;
|
||||
unsigned short base = static_cast<unsigned short>(i * 4);
|
||||
unsigned int offset = i * 6;
|
||||
quadIndices[offset + 0] = base;
|
||||
quadIndices[offset + 1] = (unsigned short)(base + 1u);
|
||||
quadIndices[offset + 2] = (unsigned short)(base + 3u);
|
||||
quadIndices[offset + 3] = (unsigned short)(base + 1u);
|
||||
quadIndices[offset + 4] = (unsigned short)(base + 2u);
|
||||
quadIndices[offset + 5] = (unsigned short)(base + 3u);
|
||||
quadIndices[offset + 1] = base + 1;
|
||||
quadIndices[offset + 2] = base + 3;
|
||||
quadIndices[offset + 3] = base + 1;
|
||||
quadIndices[offset + 4] = base + 2;
|
||||
quadIndices[offset + 5] = base + 3;
|
||||
}
|
||||
|
||||
D3D11_BUFFER_DESC quadIndexDesc = {};
|
||||
quadIndexDesc.ByteWidth = 0x30000u;
|
||||
quadIndexDesc.ByteWidth = 0x30000;
|
||||
quadIndexDesc.Usage = D3D11_USAGE_IMMUTABLE;
|
||||
quadIndexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA quadIndexData = {};
|
||||
quadIndexData.pSysMem = quadIndices;
|
||||
|
||||
HRESULT hr = m_pDevice->CreateBuffer(&quadIndexDesc, &quadIndexData, &quadIndexBuffer);
|
||||
assert(hr >= 0);
|
||||
|
||||
delete[] quadIndices;
|
||||
|
||||
unsigned short *fanIndices = new unsigned short[0x2FFFAu];
|
||||
for (unsigned int i = 0; i < 65534u; ++i)
|
||||
unsigned short *fanIndices = new unsigned short[0x2FFFA];
|
||||
for (UINT i = 0; i < 65534; ++i)
|
||||
{
|
||||
const unsigned int offset = i * 3u;
|
||||
fanIndices[offset + 0] = 0u;
|
||||
fanIndices[offset + 1] = (unsigned short)(i + 1u);
|
||||
fanIndices[offset + 2] = (unsigned short)(i + 2u);
|
||||
unsigned int offset = i * 3;
|
||||
fanIndices[offset + 0] = 0;
|
||||
fanIndices[offset + 1] = static_cast<unsigned short>(i + 1);
|
||||
fanIndices[offset + 2] = static_cast<unsigned short>(i + 2);
|
||||
}
|
||||
|
||||
D3D11_BUFFER_DESC fanIndexDesc = {};
|
||||
fanIndexDesc.ByteWidth = 0x5FFF4u;
|
||||
fanIndexDesc.ByteWidth = 0x5FFF4;
|
||||
fanIndexDesc.Usage = D3D11_USAGE_IMMUTABLE;
|
||||
fanIndexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA fanIndexData = {};
|
||||
fanIndexData.pSysMem = fanIndices;
|
||||
m_pDevice->CreateBuffer(&fanIndexDesc, &fanIndexData, &fanIndexBuffer);
|
||||
delete[] fanIndices;
|
||||
|
||||
InitializeCriticalSection(&Renderer::totalAllocCS);
|
||||
m_Topologies = g_topologies;
|
||||
}
|
||||
|
||||
ID3D11DeviceContext *Renderer::InitialiseContext(bool fromPresent)
|
||||
{
|
||||
ID3D11DeviceContext *deviceContext = nullptr;
|
||||
ID3D11DeviceContext *deviceContext = NULL;
|
||||
|
||||
if (fromPresent)
|
||||
{
|
||||
m_pDevice->GetImmediateContext(&deviceContext);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pDevice->CreateDeferredContext(0, &deviceContext);
|
||||
}
|
||||
|
||||
Renderer::Context *c = new (std::nothrow) Renderer::Context(m_pDevice, deviceContext);
|
||||
TlsSetValue(Renderer::tlsIdx, c);
|
||||
|
||||
return deviceContext;
|
||||
}
|
||||
|
||||
@@ -520,9 +556,10 @@ void Renderer::Present()
|
||||
{
|
||||
if (m_bShouldScreenGrabNextFrame)
|
||||
{
|
||||
int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
|
||||
ID3D11Texture2D *backBuffer = nullptr;
|
||||
ID3D11Texture2D *stagingTexture = nullptr;
|
||||
unsigned char *linearData = new unsigned char[kScreenGrabWidth * kScreenGrabHeight * 4];
|
||||
|
||||
ID3D11Texture2D *backBuffer = NULL;
|
||||
ID3D11Texture2D *stagingTexture = NULL;
|
||||
|
||||
m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
|
||||
if (backBuffer)
|
||||
@@ -533,27 +570,28 @@ void Renderer::Present()
|
||||
desc.BindFlags = 0;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
desc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&desc, nullptr, &stagingTexture);
|
||||
m_pDevice->CreateTexture2D(&desc, NULL, &stagingTexture);
|
||||
}
|
||||
|
||||
if (stagingTexture && backBuffer)
|
||||
{
|
||||
m_pDeviceContext->CopyResource(stagingTexture, backBuffer);
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
if (SUCCEEDED(m_pDeviceContext->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mapped)))
|
||||
{
|
||||
unsigned char *dst = reinterpret_cast<unsigned char *>(linearData);
|
||||
const unsigned char *src = reinterpret_cast<const unsigned char *>(mapped.pData);
|
||||
for (unsigned int y = 0; y < kScreenGrabHeight; ++y)
|
||||
|
||||
for (UINT y = 0; y < kScreenGrabHeight; ++y)
|
||||
{
|
||||
unsigned char *dstRow = dst + y * (kScreenGrabWidth * 4u);
|
||||
unsigned char *dstRow = linearData + y * kScreenGrabWidth * 4;
|
||||
const unsigned char *srcRow = src + y * mapped.RowPitch;
|
||||
std::memcpy(dstRow, srcRow, kScreenGrabWidth * 4u);
|
||||
for (unsigned int x = 0; x < kScreenGrabWidth; ++x)
|
||||
{
|
||||
dstRow[x * 4u + 3u] = 0xFF;
|
||||
}
|
||||
memcpy(dstRow, srcRow, kScreenGrabWidth * 4);
|
||||
|
||||
for (UINT x = 0; x < kScreenGrabWidth; ++x)
|
||||
dstRow[x * 4 + 3] = 0xFF;
|
||||
}
|
||||
|
||||
m_pDeviceContext->Unmap(stagingTexture, 0);
|
||||
}
|
||||
}
|
||||
@@ -561,22 +599,25 @@ void Renderer::Present()
|
||||
static int count = 0;
|
||||
char fileName[304];
|
||||
sprintf_s(fileName, "d:\\screen%d.png", count++);
|
||||
|
||||
D3DXIMAGE_INFO info;
|
||||
info.Width = kScreenGrabWidth;
|
||||
info.Height = kScreenGrabHeight;
|
||||
this->SaveTextureData(fileName, &info, linearData);
|
||||
SaveTextureData(fileName, &info, reinterpret_cast<int *>(linearData));
|
||||
|
||||
delete[] linearData;
|
||||
|
||||
if (stagingTexture)
|
||||
{
|
||||
stagingTexture->Release();
|
||||
stagingTexture = nullptr;
|
||||
stagingTexture = NULL;
|
||||
}
|
||||
if (backBuffer)
|
||||
{
|
||||
backBuffer->Release();
|
||||
backBuffer = nullptr;
|
||||
backBuffer = NULL;
|
||||
}
|
||||
|
||||
m_bShouldScreenGrabNextFrame = false;
|
||||
}
|
||||
|
||||
@@ -591,15 +632,18 @@ void Renderer::Resume()
|
||||
|
||||
void Renderer::SetClearColour(const float colourRGBA[4])
|
||||
{
|
||||
std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor));
|
||||
for (int i = 0; i < 4; ++i)
|
||||
m_fClearColor[i] = colourRGBA[i];
|
||||
|
||||
Renderer::Context *c = static_cast<Renderer::Context *>(TlsGetValue(Renderer::tlsIdx));
|
||||
if (c)
|
||||
Renderer::Context &c = getContext();
|
||||
if (&c)
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
c->m_pDeviceContext->Map(c->m_clearColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
std::memcpy(mapped.pData, colourRGBA, sizeof(float) * 4);
|
||||
c->m_pDeviceContext->Unmap(c->m_clearColorBuffer, 0);
|
||||
if (SUCCEEDED(c.m_pDeviceContext->Map(c.m_clearColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)))
|
||||
{
|
||||
*(DirectX::XMVECTOR*)mapped.pData = DirectX::XMVectorSet(colourRGBA[0], colourRGBA[1], colourRGBA[2], colourRGBA[3]);
|
||||
c.m_pDeviceContext->Unmap(c.m_clearColorBuffer, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -610,71 +654,64 @@ void Renderer::SetupShaders()
|
||||
vertexStrideTable = new unsigned int[C4JRender::VERTEX_TYPE_COUNT];
|
||||
inputLayoutTable = new ID3D11InputLayout *[C4JRender::VERTEX_TYPE_COUNT];
|
||||
|
||||
for (unsigned int i = 0; i < C4JRender::VERTEX_TYPE_COUNT; ++i)
|
||||
for (UINT i = 0; i < C4JRender::VERTEX_TYPE_COUNT; ++i)
|
||||
{
|
||||
vertexShaderTable[i] = nullptr;
|
||||
inputLayoutTable[i] = nullptr;
|
||||
vertexShaderTable[i] = NULL;
|
||||
inputLayoutTable[i] = NULL;
|
||||
vertexStrideTable[i] = g_vertexStrides[i];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < C4JRender::PIXEL_SHADER_COUNT; ++i)
|
||||
for (UINT i = 0; i < C4JRender::PIXEL_SHADER_COUNT; ++i)
|
||||
{
|
||||
pixelShaderTable[i] = nullptr;
|
||||
pixelShaderTable[i] = NULL;
|
||||
}
|
||||
|
||||
screenSpaceVertexShader = nullptr;
|
||||
screenClearVertexShader = nullptr;
|
||||
screenSpacePixelShader = nullptr;
|
||||
screenClearPixelShader = nullptr;
|
||||
screenSpaceVertexShader = NULL;
|
||||
screenClearVertexShader = NULL;
|
||||
screenSpacePixelShader = NULL;
|
||||
screenClearPixelShader = NULL;
|
||||
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_Compressed, sizeof(g_main_VS_Compressed), nullptr, &vertexShaderTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenSpace, sizeof(g_main_VS_ScreenSpace), nullptr, &screenSpaceVertexShader);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenClear, sizeof(g_main_VS_ScreenClear), nullptr, &screenClearVertexShader);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_Compressed, sizeof(g_main_VS_Compressed), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenSpace, sizeof(g_main_VS_ScreenSpace), NULL, &screenSpaceVertexShader);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenClear, sizeof(g_main_VS_ScreenClear), NULL, &screenClearVertexShader);
|
||||
|
||||
m_pDevice->CreatePixelShader(g_main_PS_Standard, sizeof(g_main_PS_Standard), nullptr, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_STANDARD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_TextureProjection, sizeof(g_main_PS_TextureProjection), nullptr,
|
||||
&pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_PROJECTION]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ForceLOD, sizeof(g_main_PS_ForceLOD), nullptr, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_FORCELOD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenSpace, sizeof(g_main_PS_ScreenSpace), nullptr, &screenSpacePixelShader);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenClear, sizeof(g_main_PS_ScreenClear), nullptr, &screenClearPixelShader);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_Standard, sizeof(g_main_PS_Standard), NULL, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_STANDARD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_TextureProjection, sizeof(g_main_PS_TextureProjection), NULL, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_PROJECTION]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ForceLOD, sizeof(g_main_PS_ForceLOD), NULL, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_FORCELOD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenSpace, sizeof(g_main_PS_ScreenSpace), NULL, &screenSpacePixelShader);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenClear, sizeof(g_main_PS_ScreenClear), NULL, &screenClearPixelShader);
|
||||
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_Compressed, 2, g_main_VS_Compressed, sizeof(g_main_VS_Compressed),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING,
|
||||
sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN,
|
||||
sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_Compressed, 2, g_main_VS_Compressed, sizeof(g_main_VS_Compressed), &inputLayoutTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
}
|
||||
|
||||
void Renderer::StartFrame()
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
|
||||
this->TextureBindVertex(-1);
|
||||
this->TextureBind(-1);
|
||||
this->StateSetColour(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
this->StateSetDepthMask(true);
|
||||
this->StateSetBlendEnable(true);
|
||||
this->StateSetBlendFunc(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA);
|
||||
this->StateSetBlendFactor(0xFFFFFFFFu);
|
||||
this->StateSetAlphaFunc(D3D11_COMPARISON_GREATER, 0.1f);
|
||||
this->StateSetDepthFunc(D3D11_COMPARISON_LESS_EQUAL);
|
||||
this->StateSetFaceCull(true);
|
||||
this->StateSetLineWidth(1.0f);
|
||||
this->StateSetWriteEnable(true, true, true, true);
|
||||
this->StateSetDepthTestEnable(false);
|
||||
this->StateSetAlphaTestEnable(true);
|
||||
TextureBindVertex(-1);
|
||||
TextureBind(-1);
|
||||
|
||||
StateSetColour(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
StateSetDepthMask(true);
|
||||
StateSetBlendEnable(true);
|
||||
StateSetBlendFunc(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA);
|
||||
StateSetBlendFactor(0xFFFFFFFF);
|
||||
StateSetAlphaFunc(D3D11_COMPARISON_GREATER, 0.1f);
|
||||
StateSetDepthFunc(D3D11_COMPARISON_LESS_EQUAL);
|
||||
StateSetFaceCull(true);
|
||||
StateSetLineWidth(1.0f);
|
||||
StateSetWriteEnable(true, true, true, true);
|
||||
StateSetDepthTestEnable(false);
|
||||
StateSetAlphaTestEnable(true);
|
||||
|
||||
c.m_pDeviceContext->VSSetConstantBuffers(0, 10, &c.m_modelViewMatrix);
|
||||
c.m_pDeviceContext->PSSetConstantBuffers(0, 6, &c.m_tintColorBuffer);
|
||||
@@ -709,16 +746,13 @@ Renderer::Context &Renderer::getContext()
|
||||
|
||||
void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
|
||||
float left;
|
||||
float bottom;
|
||||
float right;
|
||||
float top;
|
||||
left = 0.0f;
|
||||
bottom = 0.0f;
|
||||
right = 1.0f;
|
||||
top = 1.0f;
|
||||
float left = 0.0f;
|
||||
float bottom = 0.0f;
|
||||
float right = 1.0f;
|
||||
float top = 1.0f;
|
||||
|
||||
switch (m_ViewportType)
|
||||
{
|
||||
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
|
||||
@@ -753,33 +787,35 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
break;
|
||||
}
|
||||
|
||||
float leftScaled = left * kAspectRatio;
|
||||
float rightScaled = right * kAspectRatio;
|
||||
const float viewportHeight = top - bottom;
|
||||
const float viewportScaledWidth = rightScaled - leftScaled;
|
||||
float aspectRatio = IsWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
|
||||
|
||||
if (viewportHeight <= viewportScaledWidth)
|
||||
right *= aspectRatio;
|
||||
left *= aspectRatio;
|
||||
|
||||
float width = right - left;
|
||||
float height = top - bottom;
|
||||
|
||||
if (height > width)
|
||||
{
|
||||
const float pad = (viewportScaledWidth - viewportHeight) * 0.5f;
|
||||
leftScaled += pad;
|
||||
rightScaled -= pad;
|
||||
float diff = (height - width) * 0.5f;
|
||||
bottom += diff;
|
||||
top -= diff;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float pad = (viewportHeight - viewportScaledWidth) * 0.5f;
|
||||
bottom += pad;
|
||||
top -= pad;
|
||||
float diff = (width - height) * 0.5f;
|
||||
left += diff;
|
||||
right -= diff;
|
||||
}
|
||||
|
||||
const float sampleLeft = leftScaled / kAspectRatio;
|
||||
const float sampleWidth = (rightScaled - leftScaled) / kAspectRatio;
|
||||
const float sampleHeight = top - bottom;
|
||||
left /= aspectRatio;
|
||||
right /= aspectRatio;
|
||||
|
||||
ID3D11BlendState *blendState = nullptr;
|
||||
ID3D11DepthStencilState *depthState = nullptr;
|
||||
ID3D11RasterizerState *rasterizerState = nullptr;
|
||||
ID3D11SamplerState *samplerState = nullptr;
|
||||
ID3D11Texture2D *stagingTexture = nullptr;
|
||||
ID3D11BlendState *blendState = NULL;
|
||||
ID3D11DepthStencilState *depthState = NULL;
|
||||
ID3D11RasterizerState *rasterizerState = NULL;
|
||||
ID3D11SamplerState *samplerState = NULL;
|
||||
ID3D11Texture2D *stagingTexture = NULL;
|
||||
|
||||
D3D11_BLEND_DESC blendDesc = {};
|
||||
blendDesc.RenderTarget[0].BlendEnable = FALSE;
|
||||
@@ -797,16 +833,13 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.StencilEnable = FALSE;
|
||||
depthDesc.StencilReadMask = 0xFFu;
|
||||
depthDesc.StencilWriteMask = 0xFFu;
|
||||
depthDesc.StencilReadMask = 0xFF;
|
||||
depthDesc.StencilWriteMask = 0xFF;
|
||||
depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.BackFace = depthDesc.FrontFace;
|
||||
m_pDevice->CreateDepthStencilState(&depthDesc, &depthState);
|
||||
|
||||
D3D11_RASTERIZER_DESC rasterDesc = {};
|
||||
@@ -827,14 +860,14 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
samplerDesc.MaxLOD = (std::numeric_limits<float>::max)();
|
||||
m_pDevice->CreateSamplerState(&samplerDesc, &samplerState);
|
||||
|
||||
c.m_pDeviceContext->VSSetShader(screenSpaceVertexShader, nullptr, 0);
|
||||
c.m_pDeviceContext->IASetInputLayout(nullptr);
|
||||
c.m_pDeviceContext->PSSetShader(screenSpacePixelShader, nullptr, 0);
|
||||
c.m_pDeviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->VSSetShader(screenSpaceVertexShader, NULL, 0);
|
||||
c.m_pDeviceContext->IASetInputLayout(NULL);
|
||||
c.m_pDeviceContext->PSSetShader(screenSpacePixelShader, NULL, 0);
|
||||
c.m_pDeviceContext->OMSetBlendState(blendState, NULL, -1);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
|
||||
c.m_pDeviceContext->RSSetState(rasterizerState);
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
{
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
@@ -844,7 +877,7 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i], nullptr);
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i], NULL);
|
||||
c.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
|
||||
ID3D11ShaderResourceView *inputTexture = (i == 0) ? renderTargetShaderResourceView : renderTargetShaderResourceViews[i - 1];
|
||||
@@ -854,13 +887,14 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
c.m_pDeviceContext->Map(c.m_thumbnailBoundsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
float *constants = static_cast<float *>(mapped.pData);
|
||||
|
||||
float *constants = (float *)mapped.pData;
|
||||
if (i == 0)
|
||||
{
|
||||
constants[0] = sampleLeft;
|
||||
constants[0] = left;
|
||||
constants[1] = bottom;
|
||||
constants[2] = sampleWidth;
|
||||
constants[3] = sampleHeight;
|
||||
constants[2] = right - left;
|
||||
constants[3] = top - bottom;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -869,73 +903,83 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
constants[2] = 1.0f;
|
||||
constants[3] = 1.0f;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->Unmap(c.m_thumbnailBoundsBuffer, 0);
|
||||
c.m_pDeviceContext->Draw(4, 0);
|
||||
}
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
renderTargetTextures[MAX_MIP_LEVELS - 2]->GetDesc(&desc);
|
||||
desc.Usage = D3D11_USAGE_STAGING;
|
||||
desc.BindFlags = 0;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
desc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&desc, nullptr, &stagingTexture);
|
||||
D3D11_TEXTURE2D_DESC texDesc = {};
|
||||
renderTargetTextures[MAX_MIP_LEVELS - 2]->GetDesc(&texDesc);
|
||||
texDesc.Usage = D3D11_USAGE_STAGING;
|
||||
texDesc.BindFlags = 0;
|
||||
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
texDesc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&texDesc, NULL, &stagingTexture);
|
||||
|
||||
const unsigned int stride = kThumbnailSize * 4;
|
||||
unsigned char *linearData = new unsigned char[kThumbnailSize * stride];
|
||||
|
||||
unsigned char *linearData = new unsigned char[kThumbnailSize * kThumbnailSize * 4u];
|
||||
if (stagingTexture)
|
||||
{
|
||||
c.m_pDeviceContext->CopyResource(stagingTexture, renderTargetTextures[MAX_MIP_LEVELS - 2]);
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
if (SUCCEEDED(c.m_pDeviceContext->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mapped)))
|
||||
{
|
||||
const unsigned char *src = static_cast<const unsigned char *>(mapped.pData);
|
||||
unsigned char *dst = linearData;
|
||||
for (unsigned int y = 0; y < kThumbnailSize; ++y)
|
||||
|
||||
for (UINT y = 0; y < kThumbnailSize; ++y)
|
||||
{
|
||||
std::memcpy(dst, src, kThumbnailSize * 4u);
|
||||
for (unsigned int x = 0; x < kThumbnailSize; ++x)
|
||||
memcpy(dst, src, stride);
|
||||
|
||||
unsigned char *alpha = dst + 3;
|
||||
for (UINT x = 0; x < kThumbnailSize; ++x)
|
||||
{
|
||||
dst[x * 4u + 3u] = 0xFF;
|
||||
*alpha = 0xFF;
|
||||
alpha += 4;
|
||||
}
|
||||
|
||||
src += mapped.RowPitch;
|
||||
dst += kThumbnailSize * 4u;
|
||||
dst += stride;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->Unmap(stagingTexture, 0);
|
||||
}
|
||||
}
|
||||
|
||||
this->ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize);
|
||||
ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize);
|
||||
delete[] linearData;
|
||||
|
||||
if (stagingTexture)
|
||||
{
|
||||
stagingTexture->Release();
|
||||
stagingTexture = nullptr;
|
||||
stagingTexture = NULL;
|
||||
}
|
||||
if (samplerState)
|
||||
{
|
||||
samplerState->Release();
|
||||
samplerState = nullptr;
|
||||
samplerState = NULL;
|
||||
}
|
||||
if (rasterizerState)
|
||||
{
|
||||
rasterizerState->Release();
|
||||
rasterizerState = nullptr;
|
||||
rasterizerState = NULL;
|
||||
}
|
||||
if (depthState)
|
||||
{
|
||||
depthState->Release();
|
||||
depthState = nullptr;
|
||||
depthState = NULL;
|
||||
}
|
||||
if (blendState)
|
||||
{
|
||||
blendState->Release();
|
||||
blendState = nullptr;
|
||||
blendState = NULL;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, -1);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
|
||||
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
@@ -944,8 +988,10 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
viewport.Height = (float)backBufferHeight;
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
|
||||
c.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#include "stdafx.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
@@ -1,13 +1,12 @@
|
||||
#pragma once
|
||||
#include "stdafx.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstring>
|
||||
#include <limits>
|
||||
|
||||
ID3D11BlendState *Renderer::GetManagedBlendState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0];
|
||||
|
||||
const int key = (rtBlend.BlendEnable ? 1 : 0) | ((static_cast<int>(rtBlend.SrcBlend) & 0x1F) << 1) |
|
||||
@@ -15,11 +14,9 @@ ID3D11BlendState *Renderer::GetManagedBlendState()
|
||||
|
||||
auto it = managedBlendStates.find(key);
|
||||
if (it != managedBlendStates.end())
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
|
||||
ID3D11BlendState *state = nullptr;
|
||||
ID3D11BlendState *state = NULL;
|
||||
m_pDevice->CreateBlendState(&c.blendDesc, &state);
|
||||
managedBlendStates.emplace(key, state);
|
||||
return state;
|
||||
@@ -27,18 +24,16 @@ ID3D11BlendState *Renderer::GetManagedBlendState()
|
||||
|
||||
ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast<int>(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) |
|
||||
(c.depthStencilDesc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL ? 1 : 0);
|
||||
|
||||
auto it = managedDepthStencilStates.find(key);
|
||||
if (it != managedDepthStencilStates.end())
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
|
||||
ID3D11DepthStencilState *state = nullptr;
|
||||
ID3D11DepthStencilState *state = NULL;
|
||||
m_pDevice->CreateDepthStencilState(&c.depthStencilDesc, &state);
|
||||
managedDepthStencilStates.emplace(key, state);
|
||||
return state;
|
||||
@@ -46,7 +41,7 @@ ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
|
||||
|
||||
ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
const int key = (static_cast<std::uint8_t>(c.rasterizerDesc.DepthBias)) |
|
||||
(static_cast<std::uint8_t>(static_cast<int>(c.rasterizerDesc.SlopeScaledDepthBias)) << 8) |
|
||||
@@ -54,11 +49,9 @@ ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
|
||||
|
||||
auto it = managedRasterizerStates.find(key);
|
||||
if (it != managedRasterizerStates.end())
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
|
||||
ID3D11RasterizerState *state = nullptr;
|
||||
ID3D11RasterizerState *state = NULL;
|
||||
m_pDevice->CreateRasterizerState(&c.rasterizerDesc, &state);
|
||||
managedRasterizerStates.emplace(key, state);
|
||||
return state;
|
||||
@@ -66,14 +59,12 @@ ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
|
||||
|
||||
ID3D11SamplerState *Renderer::GetManagedSamplerState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
const int key = m_textures[c.textureIdx].samplerParams;
|
||||
|
||||
auto it = managedSamplerStates.find(key);
|
||||
if (it != managedSamplerStates.end())
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
|
||||
const bool clampU = (key & 0x01) != 0;
|
||||
const bool clampV = (key & 0x02) != 0;
|
||||
@@ -96,7 +87,7 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
|
||||
desc.MinLOD = -(std::numeric_limits<float>::max)();
|
||||
desc.MaxLOD = (std::numeric_limits<float>::max)();
|
||||
|
||||
ID3D11SamplerState *state = nullptr;
|
||||
ID3D11SamplerState *state = NULL;
|
||||
m_pDevice->CreateSamplerState(&desc, &state);
|
||||
managedSamplerStates.emplace(key, state);
|
||||
return state;
|
||||
@@ -104,37 +95,37 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
|
||||
|
||||
void Renderer::StateSetFogEnable(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
c.fogEnabled = enable ? 1 : 0;
|
||||
Context &c = getContext();
|
||||
c.fogEnabled = enable ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetFogMode(int mode)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.fogMode = mode;
|
||||
}
|
||||
|
||||
void Renderer::StateSetFogNearDistance(float dist)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.fogNearDistance = dist;
|
||||
}
|
||||
|
||||
void Renderer::StateSetFogFarDistance(float dist)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.fogFarDistance = dist;
|
||||
}
|
||||
|
||||
void Renderer::StateSetFogDensity(float density)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.fogDensity = density;
|
||||
}
|
||||
|
||||
void Renderer::StateSetFogColour(float red, float green, float blue)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.fogColourRed = red;
|
||||
c.fogColourBlue = blue;
|
||||
c.fogColourGreen = green;
|
||||
@@ -144,25 +135,23 @@ void Renderer::UpdateViewportState() {}
|
||||
|
||||
void Renderer::StateSetLightingEnable(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetLightingEnable(enable);
|
||||
return;
|
||||
}
|
||||
|
||||
c.lightingEnabled = enable ? 1 : 0;
|
||||
c.lightingEnabled = enable ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetLightColour(int light, float red, float green, float blue)
|
||||
{
|
||||
if (light >= 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetLightColour(light, red, green, blue);
|
||||
return;
|
||||
@@ -172,13 +161,13 @@ void Renderer::StateSetLightColour(int light, float red, float green, float blue
|
||||
c.lightColour[light].y = green;
|
||||
c.lightColour[light].z = blue;
|
||||
c.lightColour[light].w = 1.0f;
|
||||
c.lightingDirty = 1;
|
||||
c.lightingDirty = TRUE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetLightAmbientColour(red, green, blue);
|
||||
return;
|
||||
@@ -188,31 +177,29 @@ void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
|
||||
c.lightAmbientColour.y = green;
|
||||
c.lightAmbientColour.z = blue;
|
||||
c.lightAmbientColour.w = 1.0f;
|
||||
c.lightingDirty = 1;
|
||||
c.lightingDirty = TRUE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetLightEnable(int light, bool enable)
|
||||
{
|
||||
if (light >= 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetLightEnable(light, enable);
|
||||
return;
|
||||
}
|
||||
|
||||
c.lightEnabled[light] = enable ? 1 : 0;
|
||||
c.lightingDirty = 1;
|
||||
c.lightEnabled[light] = enable ? TRUE : FALSE;
|
||||
c.lightingDirty = TRUE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetColour(float r, float g, float b, float a)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetColor(r, g, b, a);
|
||||
return;
|
||||
@@ -229,35 +216,35 @@ void Renderer::StateSetColour(float r, float g, float b, float a)
|
||||
|
||||
void Renderer::StateSetDepthMask(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetDepthMask(enable);
|
||||
return;
|
||||
}
|
||||
|
||||
c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
|
||||
c.depthWriteEnabled = enable ? 1 : 0;
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
|
||||
c.depthWriteEnabled = enable ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetBlendEnable(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetBlendEnable(enable);
|
||||
return;
|
||||
}
|
||||
|
||||
c.blendDesc.RenderTarget[0].BlendEnable = enable ? TRUE : FALSE;
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
}
|
||||
|
||||
void Renderer::StateSetBlendFunc(int src, int dst)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetBlendFunc(src, dst);
|
||||
return;
|
||||
@@ -265,13 +252,13 @@ void Renderer::StateSetBlendFunc(int src, int dst)
|
||||
|
||||
c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(src);
|
||||
c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(dst);
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
}
|
||||
|
||||
void Renderer::StateSetBlendFactor(unsigned int colour)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetBlendFactor(colour);
|
||||
return;
|
||||
@@ -282,12 +269,12 @@ void Renderer::StateSetBlendFactor(unsigned int colour)
|
||||
c.blendFactor[1] = static_cast<float>((colour >> 8) & 0xFFu) / scale;
|
||||
c.blendFactor[2] = static_cast<float>((colour >> 16) & 0xFFu) / scale;
|
||||
c.blendFactor[3] = static_cast<float>((colour >> 24) & 0xFFu) / scale;
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
}
|
||||
|
||||
void Renderer::StateSetAlphaFunc(int, float param)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.alphaReference = param;
|
||||
|
||||
const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f};
|
||||
@@ -299,51 +286,47 @@ void Renderer::StateSetAlphaFunc(int, float param)
|
||||
|
||||
void Renderer::StateSetDepthFunc(int func)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetDepthFunc(func);
|
||||
return;
|
||||
}
|
||||
|
||||
c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(func);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
|
||||
}
|
||||
|
||||
void Renderer::StateSetFaceCull(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetFaceCull(enable);
|
||||
return;
|
||||
}
|
||||
|
||||
c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
|
||||
c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
c.faceCullEnabled = enable ? 1 : 0;
|
||||
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
|
||||
c.faceCullEnabled = enable ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetFaceCullCW(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
if (c.faceCullEnabled)
|
||||
{
|
||||
c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT;
|
||||
}
|
||||
else
|
||||
{
|
||||
c.rasterizerDesc.CullMode = D3D11_CULL_NONE;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
|
||||
}
|
||||
|
||||
void Renderer::StateSetLineWidth(float) {}
|
||||
|
||||
void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
std::uint8_t mask = 0;
|
||||
mask |= red ? 0x1 : 0;
|
||||
@@ -352,27 +335,27 @@ void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
|
||||
mask |= alpha ? 0x8 : 0;
|
||||
|
||||
c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask;
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
}
|
||||
|
||||
void Renderer::StateSetDepthTestEnable(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetDepthTestEnable(enable);
|
||||
return;
|
||||
}
|
||||
|
||||
c.depthStencilDesc.DepthEnable = enable ? TRUE : FALSE;
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
|
||||
c.depthTestEnabled = enable ? 1 : 0;
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
|
||||
c.depthTestEnabled = enable ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetAlphaTestEnable(bool enable)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
c.alphaTestEnabled = enable ? 1 : 0;
|
||||
Context &c = getContext();
|
||||
c.alphaTestEnabled = enable ? TRUE : FALSE;
|
||||
|
||||
const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f};
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
@@ -383,17 +366,17 @@ void Renderer::StateSetAlphaTestEnable(bool enable)
|
||||
|
||||
void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
const float scale = 65536.0f;
|
||||
c.rasterizerDesc.DepthBias = static_cast<int>(bias * scale);
|
||||
c.rasterizerDesc.SlopeScaledDepthBias = slope * scale;
|
||||
c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
|
||||
}
|
||||
|
||||
void Renderer::UpdateFogState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
|
||||
|
||||
float fogParams[4] = {};
|
||||
@@ -426,7 +409,7 @@ void Renderer::UpdateFogState()
|
||||
|
||||
void Renderer::StateSetVertexTextureUV(float u, float v)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f};
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
@@ -437,7 +420,7 @@ void Renderer::StateSetVertexTextureUV(float u, float v)
|
||||
|
||||
void Renderer::UpdateTexGenState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
c.m_pDeviceContext->Map(c.m_texGenMatricesBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
@@ -447,7 +430,7 @@ void Renderer::UpdateTexGenState()
|
||||
|
||||
void Renderer::UpdateLightingState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
if (!c.lightingDirty || !c.lightingEnabled)
|
||||
{
|
||||
return;
|
||||
@@ -471,18 +454,16 @@ void Renderer::UpdateLightingState()
|
||||
std::memcpy(mapped.pData, c.lightDirection, lightingBytes);
|
||||
c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0);
|
||||
|
||||
c.lightingDirty = 0;
|
||||
c.lightingDirty = FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetLightDirection(int light, float x, float y, float z)
|
||||
{
|
||||
if (light >= 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetLightDirection(light, x, y, z);
|
||||
return;
|
||||
@@ -495,12 +476,12 @@ void Renderer::StateSetLightDirection(int light, float x, float y, float z)
|
||||
const DirectX::XMVECTOR normalized = DirectX::XMVector3Normalize(transformed);
|
||||
|
||||
DirectX::XMStoreFloat4(&c.lightDirection[light], normalized);
|
||||
c.lightingDirty = 1;
|
||||
c.lightingDirty = TRUE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
|
||||
{
|
||||
this->getContext();
|
||||
getContext();
|
||||
m_ViewportType = viewportType;
|
||||
|
||||
const float fullWidth = static_cast<float>(backBufferWidth);
|
||||
@@ -569,14 +550,14 @@ void Renderer::StateSetEnableViewportClipPlanes(bool) {}
|
||||
|
||||
void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
DirectX::XMVECTOR plane = DirectX::XMVectorSet(x, y, z, w);
|
||||
if (eyeSpace)
|
||||
{
|
||||
DirectX::XMFLOAT4X4 modelView;
|
||||
std::memset(&modelView, 0, sizeof(modelView));
|
||||
std::memcpy(&modelView, this->MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView));
|
||||
std::memcpy(&modelView, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView));
|
||||
|
||||
DirectX::XMVECTOR determinant = DirectX::XMVectorZero();
|
||||
const DirectX::XMMATRIX inverse = DirectX::XMMatrixInverse(&determinant, DirectX::XMLoadFloat4x4(&modelView));
|
||||
@@ -604,7 +585,7 @@ void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bo
|
||||
|
||||
void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc;
|
||||
desc.StencilEnable = TRUE;
|
||||
@@ -613,26 +594,23 @@ void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_r
|
||||
desc.FrontFace.StencilFunc = function;
|
||||
desc.BackFace.StencilFunc = function;
|
||||
|
||||
ID3D11DepthStencilState *state = nullptr;
|
||||
ID3D11DepthStencilState *state = NULL;
|
||||
m_pDevice->CreateDepthStencilState(&desc, &state);
|
||||
m_pDeviceContext->OMSetDepthStencilState(state, stencil_ref);
|
||||
if (state != nullptr)
|
||||
{
|
||||
state->Release();
|
||||
}
|
||||
if (state != NULL) state->Release();
|
||||
}
|
||||
|
||||
void Renderer::StateSetForceLOD(int LOD)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.forcedLOD = LOD;
|
||||
}
|
||||
|
||||
void Renderer::StateUpdate()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
this->StateSetFaceCull(c.faceCullEnabled != 0);
|
||||
this->StateSetDepthMask(c.depthWriteEnabled != 0);
|
||||
this->StateSetDepthTestEnable(c.depthTestEnabled != 0);
|
||||
this->StateSetAlphaTestEnable(c.alphaTestEnabled != 0);
|
||||
Context &c = getContext();
|
||||
StateSetFaceCull(c.faceCullEnabled);
|
||||
StateSetDepthMask(c.depthWriteEnabled);
|
||||
StateSetDepthTestEnable(c.depthTestEnabled);
|
||||
StateSetAlphaTestEnable(c.alphaTestEnabled);
|
||||
}
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
#include "stdafx.h"
|
||||
#include "Renderer.h"
|
||||
#include "libpng/png.h"
|
||||
|
||||
unsigned char* dataStart;
|
||||
unsigned char* dataCurr;
|
||||
unsigned char* dataEnd;
|
||||
unsigned char *dataCurr;
|
||||
unsigned char *dataEnd;
|
||||
|
||||
DXGI_FORMAT Renderer::textureFormats[] = { DXGI_FORMAT_B8G8R8A8_UNORM };
|
||||
|
||||
@@ -16,16 +17,17 @@ void user_write_data_init(unsigned char* pBuffer, int size)
|
||||
|
||||
int user_write_data_bytes_written()
|
||||
{
|
||||
return (int)(dataCurr - dataStart);
|
||||
return static_cast<int>(dataCurr - dataStart);
|
||||
}
|
||||
|
||||
void user_write_data(png_struct_def* png_ptr, unsigned char* data, size_t length)
|
||||
void user_write_data(png_struct_def* png_ptr, unsigned char* src, size_t length)
|
||||
{
|
||||
int canWrite = (int)(dataEnd - dataCurr);
|
||||
if ((int)length < canWrite)
|
||||
canWrite = (int)length;
|
||||
memcpy(dataCurr, data, canWrite);
|
||||
dataCurr = (unsigned char*)dataCurr + canWrite;
|
||||
int bytesToWrite = static_cast<int>(dataEnd - dataCurr);
|
||||
if (static_cast<int>(length) < bytesToWrite)
|
||||
bytesToWrite = static_cast<int>(length);
|
||||
|
||||
memcpy(dataCurr, src, bytesToWrite);
|
||||
dataCurr += bytesToWrite;
|
||||
}
|
||||
|
||||
void user_flush_data(png_struct_def* png_ptr)
|
||||
@@ -51,11 +53,17 @@ int Renderer::TextureCreate()
|
||||
|
||||
void Renderer::TextureFree(int idx)
|
||||
{
|
||||
m_textures[idx].texture->Release();
|
||||
m_textures[idx].view->Release();
|
||||
m_textures[idx].view = NULL;
|
||||
if (m_textures[idx].texture)
|
||||
{
|
||||
m_textures[idx].texture->Release();
|
||||
m_textures[idx].texture = NULL;
|
||||
}
|
||||
if (m_textures[idx].view)
|
||||
{
|
||||
m_textures[idx].view->Release();
|
||||
m_textures[idx].view = NULL;
|
||||
}
|
||||
m_textures[idx].allocated = false;
|
||||
m_textures[idx].texture = NULL;
|
||||
}
|
||||
|
||||
void Renderer::TextureBind(int idx)
|
||||
@@ -63,7 +71,7 @@ void Renderer::TextureBind(int idx)
|
||||
if (idx == -1)
|
||||
idx = defaultTextureIndex;
|
||||
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
|
||||
if (c.commandBuffer && c.commandBuffer->isActive)
|
||||
c.commandBuffer->BindTexture(idx);
|
||||
@@ -79,7 +87,7 @@ void Renderer::TextureBindVertex(int idx)
|
||||
if (idx == -1)
|
||||
idx = defaultTextureIndex;
|
||||
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
|
||||
c.textureIdx = idx;
|
||||
c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view);
|
||||
@@ -89,19 +97,19 @@ void Renderer::TextureBindVertex(int idx)
|
||||
|
||||
void Renderer::TextureSetTextureLevels(int levels)
|
||||
{
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
m_textures[c.textureIdx].mipLevels = levels;
|
||||
}
|
||||
|
||||
int Renderer::TextureGetTextureLevels()
|
||||
{
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
return m_textures[c.textureIdx].mipLevels;
|
||||
}
|
||||
|
||||
void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format)
|
||||
{
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
int idx = c.textureIdx;
|
||||
|
||||
m_textures[idx].textureFormat = format;
|
||||
@@ -125,13 +133,19 @@ void Renderer::TextureData(int width, int height, void* data, int level, C4JRend
|
||||
m_pDevice->CreateShaderResourceView(m_textures[idx].texture, NULL, &m_textures[idx].view);
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->UpdateSubresource(m_textures[idx].texture, level, NULL,
|
||||
data, width * 4, width * height * 4);
|
||||
c.m_pDeviceContext->UpdateSubresource(
|
||||
m_textures[idx].texture,
|
||||
level,
|
||||
NULL,
|
||||
data,
|
||||
static_cast<UINT>(width * 4),
|
||||
static_cast<UINT>(width * height * 4)
|
||||
);
|
||||
}
|
||||
|
||||
void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level)
|
||||
{
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
int idx = c.textureIdx;
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
@@ -150,14 +164,14 @@ void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height
|
||||
level,
|
||||
&box,
|
||||
data,
|
||||
width * 4,
|
||||
width * height * 4
|
||||
static_cast<UINT>(width * 4),
|
||||
static_cast<UINT>(width * height * 4)
|
||||
);
|
||||
}
|
||||
|
||||
void Renderer::TextureSetParam(int param, int value)
|
||||
{
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
int idx = c.textureIdx;
|
||||
|
||||
switch (param)
|
||||
@@ -197,7 +211,7 @@ void Renderer::TextureDynamicUpdateEnd()
|
||||
|
||||
void Renderer::UpdateTextureState(bool bVertex)
|
||||
{
|
||||
Context& c = this->getContext();
|
||||
Context& c = getContext();
|
||||
ID3D11SamplerState* pSampler = GetManagedSamplerState();
|
||||
|
||||
if (bVertex)
|
||||
@@ -212,7 +226,8 @@ HRESULT Renderer::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcIn
|
||||
memset(&image, 0, sizeof(image));
|
||||
image.version = PNG_IMAGE_VERSION;
|
||||
|
||||
png_image_begin_read_from_file(&image, szFilename);
|
||||
if (!png_image_begin_read_from_file(&image, szFilename))
|
||||
return -1;
|
||||
|
||||
// TODO(3UR): why crash?
|
||||
//if ((image.format & 3u) > 1)
|
||||
@@ -235,7 +250,8 @@ HRESULT Renderer::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* p
|
||||
memset(&image, 0, sizeof(image));
|
||||
image.version = PNG_IMAGE_VERSION;
|
||||
|
||||
png_image_begin_read_from_memory(&image, pbData, dwBytes);
|
||||
if (!png_image_begin_read_from_memory(&image, pbData, dwBytes))
|
||||
return -1;
|
||||
|
||||
// TODO(3UR): why crash?
|
||||
//if ((image.format & 3u) > 1)
|
||||
@@ -280,7 +296,7 @@ HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int
|
||||
|
||||
png_image_write_to_stdio(&image, NULL, 0, ppDataIn, 0, NULL, user_write_data, user_flush_data);
|
||||
|
||||
*outputLength = (int)(dataCurr - dataStart);
|
||||
*outputLength = static_cast<int>(dataCurr - dataStart);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,59 +1,47 @@
|
||||
#pragma once
|
||||
#include "stdafx.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
D3D11_PRIMITIVE_TOPOLOGY *Renderer::m_Topologies = nullptr;
|
||||
|
||||
void Renderer::DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType,
|
||||
C4JRender::ePixelShaderType psType)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
|
||||
|
||||
int drawCount = count;
|
||||
bool indexed = false;
|
||||
this->DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
|
||||
this->StateUpdate();
|
||||
DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
|
||||
StateUpdate();
|
||||
|
||||
const UINT stride = vertexStrideTable[vType];
|
||||
const UINT offset = 0;
|
||||
d3d11->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
|
||||
|
||||
if (indexed)
|
||||
{
|
||||
d3d11->DrawIndexed(drawCount, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
d3d11->Draw(count, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType PrimitiveType, int *count,
|
||||
bool *indexed)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
|
||||
|
||||
C4JRender::eVertexType effectiveVertexType = vType;
|
||||
if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && c.lightingEnabled)
|
||||
{
|
||||
effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
|
||||
}
|
||||
|
||||
if (effectiveVertexType != activeVertexType)
|
||||
{
|
||||
d3d11->VSSetShader(vertexShaderTable[effectiveVertexType], nullptr, 0);
|
||||
d3d11->VSSetShader(vertexShaderTable[effectiveVertexType], NULL, 0);
|
||||
d3d11->IASetInputLayout(inputLayoutTable[effectiveVertexType]);
|
||||
activeVertexType = effectiveVertexType;
|
||||
}
|
||||
|
||||
if (psType != activePixelType)
|
||||
{
|
||||
d3d11->PSSetShader(pixelShaderTable[psType], nullptr, 0);
|
||||
d3d11->PSSetShader(pixelShaderTable[psType], NULL, 0);
|
||||
activePixelType = psType;
|
||||
}
|
||||
|
||||
@@ -62,7 +50,7 @@ void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelSh
|
||||
if (c.matrixDirty[MATRIX_MODE_MODELVIEW])
|
||||
{
|
||||
d3d11->Map(c.m_modelViewMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
std::memcpy(mapped.pData, this->MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
|
||||
memcpy(mapped.pData, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
|
||||
d3d11->Unmap(c.m_modelViewMatrix, 0);
|
||||
c.matrixDirty[MATRIX_MODE_MODELVIEW] = false;
|
||||
}
|
||||
@@ -70,7 +58,7 @@ void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelSh
|
||||
if (c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION])
|
||||
{
|
||||
d3d11->Map(c.m_projectionMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
std::memcpy(mapped.pData, this->MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
|
||||
memcpy(mapped.pData, MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
|
||||
d3d11->Unmap(c.m_projectionMatrix, 0);
|
||||
c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION] = false;
|
||||
}
|
||||
@@ -78,17 +66,17 @@ void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelSh
|
||||
if (c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE])
|
||||
{
|
||||
d3d11->Map(c.m_textureMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
std::memcpy(mapped.pData, this->MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
|
||||
memcpy(mapped.pData, MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
|
||||
d3d11->Unmap(c.m_textureMatrix, 0);
|
||||
c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE] = false;
|
||||
}
|
||||
|
||||
this->UpdateFogState();
|
||||
this->UpdateViewportState();
|
||||
this->UpdateLightingState();
|
||||
this->UpdateTexGenState();
|
||||
UpdateFogState();
|
||||
UpdateViewportState();
|
||||
UpdateLightingState();
|
||||
UpdateTexGenState();
|
||||
|
||||
d3d11->IASetPrimitiveTopology(m_Topologies[PrimitiveType]);
|
||||
d3d11->IASetPrimitiveTopology(g_topologies[PrimitiveType]);
|
||||
|
||||
if (PrimitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
|
||||
{
|
||||
@@ -106,24 +94,22 @@ void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelSh
|
||||
return;
|
||||
}
|
||||
|
||||
d3d11->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
|
||||
d3d11->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
|
||||
*indexed = false;
|
||||
}
|
||||
|
||||
void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void *vertices, C4JRender::eVertexType vType,
|
||||
C4JRender::ePixelShaderType psType)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
|
||||
Renderer::CommandBuffer *commandBuffer = c.commandBuffer;
|
||||
|
||||
if (commandBuffer != nullptr)
|
||||
if (commandBuffer != NULL)
|
||||
{
|
||||
C4JRender::eVertexType effectiveVertexType = vType;
|
||||
if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && c.lightingEnabled)
|
||||
{
|
||||
effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
|
||||
}
|
||||
|
||||
c.recordingPrimitiveType = PrimitiveType;
|
||||
c.recordingVertexType = effectiveVertexType;
|
||||
@@ -134,7 +120,7 @@ void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count,
|
||||
|
||||
int drawCount = count;
|
||||
bool indexed = false;
|
||||
this->DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
|
||||
DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
|
||||
|
||||
const UINT stride = vertexStrideTable[vType];
|
||||
const UINT vertexBytes = stride * static_cast<UINT>(count);
|
||||
@@ -142,35 +128,27 @@ void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count,
|
||||
assert(vertexBytes <= Context::VERTEX_BUFFER_SIZE);
|
||||
|
||||
if (c.dynamicVertexOffset + vertexBytes > Context::VERTEX_BUFFER_SIZE)
|
||||
{
|
||||
c.dynamicVertexOffset = 0;
|
||||
}
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
const D3D11_MAP mapType = c.dynamicVertexOffset == 0 ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
|
||||
const HRESULT hr = d3d11->Map(c.dynamicVertexBuffer, 0, mapType, 0, &mapped);
|
||||
if (hr != 0)
|
||||
{
|
||||
std::printf("ERROR: 0x%x\n", static_cast<unsigned int>(hr));
|
||||
}
|
||||
if (FAILED(hr))
|
||||
printf("ERROR: 0x%x\n", static_cast<unsigned int>(hr));
|
||||
|
||||
std::memcpy(static_cast<std::uint8_t *>(mapped.pData) + c.dynamicVertexOffset, vertices, vertexBytes);
|
||||
memcpy(reinterpret_cast<std::uint8_t *>(mapped.pData) + c.dynamicVertexOffset, vertices, vertexBytes);
|
||||
d3d11->Unmap(c.dynamicVertexBuffer, 0);
|
||||
|
||||
this->StateUpdate();
|
||||
StateUpdate();
|
||||
|
||||
ID3D11Buffer *dynamicBuffer = c.dynamicVertexBuffer;
|
||||
const UINT vertexOffset = c.dynamicVertexOffset;
|
||||
d3d11->IASetVertexBuffers(0, 1, &dynamicBuffer, &stride, &vertexOffset);
|
||||
|
||||
if (indexed)
|
||||
{
|
||||
d3d11->DrawIndexed(drawCount, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
d3d11->Draw(count, 0);
|
||||
}
|
||||
|
||||
c.dynamicVertexOffset += vertexBytes;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user