2016-06-24 15:24:58 +02:00
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#ifdef RW_D3D9
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#include <d3d9.h>
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#endif
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namespace rw {
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namespace d3d {
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2016-07-05 11:36:43 +02:00
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void initializeRender(void);
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2016-06-24 15:24:58 +02:00
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extern bool32 isP8supported;
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#ifdef RW_D3D9
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extern IDirect3DDevice9 *device;
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#else
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enum {
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D3DLOCK_NOSYSLOCK = 0, // ignored
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D3DPOOL_MANAGED = 0, // ignored
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D3DPT_TRIANGLELIST = 4,
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D3DPT_TRIANGLESTRIP = 5,
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D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
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D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
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D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
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D3DDECLTYPE_FLOAT4 = 3, // 4D float
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D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
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// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
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D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
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D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
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D3DDECLTYPE_SHORT4 = 7, // 4D signed short
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D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
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D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
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D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
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D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
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D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
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D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
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D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
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D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
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D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
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D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
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D3DDECLMETHOD_DEFAULT = 0,
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D3DDECLUSAGE_POSITION = 0,
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D3DDECLUSAGE_BLENDWEIGHT, // 1
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D3DDECLUSAGE_BLENDINDICES, // 2
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D3DDECLUSAGE_NORMAL, // 3
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D3DDECLUSAGE_PSIZE, // 4
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D3DDECLUSAGE_TEXCOORD, // 5
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D3DDECLUSAGE_TANGENT, // 6
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D3DDECLUSAGE_BINORMAL, // 7
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D3DDECLUSAGE_TESSFACTOR, // 8
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D3DDECLUSAGE_POSITIONT, // 9
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D3DDECLUSAGE_COLOR, // 10
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D3DDECLUSAGE_FOG, // 11
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D3DDECLUSAGE_DEPTH, // 12
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D3DDECLUSAGE_SAMPLE, // 13
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};
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#endif
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extern int vertFormatMap[];
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void *createIndexBuffer(uint32 length);
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uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags);
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void unlockIndices(void *indexBuffer);
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void *createVertexBuffer(uint32 length, uint32 fvf, int32 pool);
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uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags);
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void unlockVertices(void *vertexBuffer);
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void *createTexture(int32 width, int32 height, int32 levels, uint32 format);
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uint8 *lockTexture(void *texture, int32 level);
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void unlockTexture(void *texture, int32 level);
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void deleteObject(void *object);
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// Native Texture and Raster
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struct D3dRaster
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{
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void *texture;
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void *palette;
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uint32 format;
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bool32 hasAlpha;
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bool32 customFormat;
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};
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int32 getLevelSize(Raster *raster, int32 level);
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void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha);
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void setPalette(Raster *raster, void *palette, int32 size);
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void setTexels(Raster *raster, void *texels, int32 level);
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extern int32 nativeRasterOffset;
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void registerNativeRaster(void);
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// Rendering
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void setRenderState(uint32 state, uint32 value);
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void setTextureStageState(uint32 stage, uint32 type, uint32 value);
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void flushCache(void);
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void setSamplerState(uint32 stage, uint32 type, uint32 value);
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void setTexture(uint32 stage, Texture *tex);
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void setMaterial(Material *mat);
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}
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}
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