librw/src/d3d/d3d9render.cpp

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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#define WITH_D3D
#include "../rwbase.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "../rwrender.h"
#include "rwd3d.h"
#include "rwd3d9.h"
namespace rw {
namespace d3d9 {
using namespace d3d;
#ifndef RW_D3D9
void defaultRenderCB(Atomic*, InstanceDataHeader*) {}
#else
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void
drawInst(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst)
{
d3d::flushCache();
d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
0, inst->numVertices,
inst->startIndex, inst->numPrimitives);
}
// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
void
drawInst_GSemu(d3d9::InstanceDataHeader *header, InstanceData *inst)
{
uint32 hasAlpha;
int alphafunc;
int zwrite;
d3d::getRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);
if(hasAlpha){
zwrite = rw::GetRenderState(rw::ZWRITEENABLE);
alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
if(zwrite){
SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
drawInst(header, inst);
SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS);
SetRenderState(rw::ZWRITEENABLE, 0);
drawInst(header, inst);
SetRenderState(rw::ZWRITEENABLE, 1);
SetRenderState(rw::ALPHATESTFUNC, alphafunc);
}else{
SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS);
drawInst(header, inst);
SetRenderState(rw::ALPHATESTFUNC, alphafunc);
}
}else
drawInst(header, inst);
}
void
defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
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RawMatrix world;
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Geometry *geo = atomic->geometry;
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int lighting = !!(geo->flags & rw::Geometry::LIGHT);
if(lighting)
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d3d::lightingCB(atomic);
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d3d::setRenderState(D3DRS_LIGHTING, lighting);
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Frame *f = atomic->getFrame();
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convMatrix(&world, f->getLTM());
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d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
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d3ddevice->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
d3ddevice->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
d3ddevice->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || inst->material->color.alpha != 255);
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const static rw::RGBA white = { 255, 255, 255, 255 };
d3d::setMaterial(inst->material->surfaceProps, white);
d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
if(geo->flags & Geometry::PRELIT)
d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
else
d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha ? D3DMCS_COLOR1 : D3DMCS_MATERIAL);
if(inst->material->texture){
// Texture
d3d::setTexture(0, inst->material->texture);
d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
}else{
d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
}
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// Material colour
const rw::RGBA *col = &inst->material->color;
d3d::setTextureStageState(1, D3DTSS_CONSTANT, D3DCOLOR_ARGB(col->alpha,col->red,col->green,col->blue));
d3d::setTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3d::setTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CONSTANT);
d3d::setTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d::setTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
d3d::setTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CONSTANT);
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drawInst(header, inst);
inst++;
}
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d3d::setTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
d3d::setTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
#endif
}
}