librw/src/d3d/d3drender.cpp

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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#define WITH_D3D
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#include "../rwbase.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
namespace rw {
namespace d3d {
#ifdef RW_D3D9
IDirect3DDevice9 *d3ddevice = nil;
#define MAX_LIGHTS 8
#define VS_NAME g_vs20_main
#define PS_NAME g_ps20_main
void *default_amb_VS;
void *default_amb_dir_VS;
void *default_all_VS;
void *default_color_PS;
void *default_color_tex_PS;
void
createDefaultShaders(void)
{
{
static
#include "shaders/default_amb_VS.h"
default_amb_VS = createVertexShader((void*)VS_NAME);
assert(default_amb_VS);
}
{
static
#include "shaders/default_amb_dir_VS.h"
default_amb_dir_VS = createVertexShader((void*)VS_NAME);
assert(default_amb_dir_VS);
}
{
static
#include "shaders/default_all_VS.h"
default_all_VS = createVertexShader((void*)VS_NAME);
assert(default_all_VS);
}
{
static
#include "shaders/default_color_PS.h"
default_color_PS = createPixelShader((void*)PS_NAME);
assert(default_color_PS);
}
{
static
#include "shaders/default_color_tex_PS.h"
default_color_tex_PS = createPixelShader((void*)PS_NAME);
assert(default_color_tex_PS);
}
}
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void
destroyDefaultShaders(void)
{
destroyVertexShader(default_amb_VS);
default_amb_VS = nil;
destroyVertexShader(default_amb_dir_VS);
default_amb_dir_VS = nil;
destroyVertexShader(default_all_VS);
default_all_VS = nil;
destroyPixelShader(default_color_PS);
default_color_PS = nil;
destroyPixelShader(default_color_tex_PS);
default_color_tex_PS = nil;
}
void
lightingCB_Fix(Atomic *atomic)
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{
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WorldLights lightData;
Light *directionals[8];
Light *locals[8];
lightData.directionals = directionals;
lightData.numDirectionals = 8;
lightData.locals = locals;
lightData.numLocals = 8;
((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
int i, n;
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RGBA amb;
D3DLIGHT9 light;
light.Type = D3DLIGHT_DIRECTIONAL;
//light.Diffuse = { 0.8f, 0.8f, 0.8f, 1.0f };
light.Specular = { 0.0f, 0.0f, 0.0f, 0.0f };
light.Ambient = { 0.0f, 0.0f, 0.0f, 0.0f };
light.Position = { 0.0f, 0.0f, 0.0f };
//light.Direction = { 0.0f, 0.0f, -1.0f };
light.Range = 0.0f;
light.Falloff = 0.0f;
light.Attenuation0 = 0.0f;
light.Attenuation1 = 0.0f;
light.Attenuation2 = 0.0f;
light.Theta = 0.0f;
light.Phi = 0.0f;
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convColor(&amb, &lightData.ambient);
d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha));
n = 0;
for(i = 0; i < lightData.numDirectionals; i++){
if(n >= MAX_LIGHTS)
return;
Light *l = lightData.directionals[i];
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
}
for(i = 0; i < lightData.numLocals; i++){
if(n >= MAX_LIGHTS)
return;
Light *l = lightData.locals[i];
switch(l->getType()){
case Light::POINT:
light.Type = D3DLIGHT_POINT;
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light.Diffuse = *(D3DCOLORVALUE*)&l->color;
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light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
light.Direction.x = 0.0f;
light.Direction.y = 0.0f;
light.Direction.z = 0.0f;
light.Range = l->radius;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f/l->radius;
light.Attenuation2 = 5.0f/(l->radius*l->radius);
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
break;
case Light::SPOT:
light.Type = D3DLIGHT_SPOT;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
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light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
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light.Range = l->radius;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f/l->radius;
light.Attenuation2 = 5.0f/(l->radius*l->radius);
light.Theta = l->getAngle()*2.0f;
light.Phi = light.Theta;
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d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
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break;
case Light::SOFTSPOT:
light.Type = D3DLIGHT_SPOT;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
light.Range = l->radius;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f/l->radius;
light.Attenuation2 = 5.0f/(l->radius*l->radius);
light.Theta = 0.0f;
light.Phi = l->getAngle()*2.0f;
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
break;
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}
}
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for(; n < MAX_LIGHTS; n++)
d3ddevice->LightEnable(n, FALSE);
}
struct LightVS
{
V3d color; float param0;
V3d position; float param1;
V3d direction; float param2;
};
int32
uploadLights(WorldLights *lightData)
{
int i;
int bits = 0;
int32 numLights[4*3];
float32 firstLight[4];
firstLight[0] = 0; // directional
firstLight[1] = 0; // point
firstLight[2] = 0; // spot
firstLight[3] = 0;
if(lightData->numAmbients)
bits |= VSLIGHT_AMBIENT;
LightVS directionals[8];
LightVS points[8];
LightVS spots[8];
for(i = 0; i < lightData->numDirectionals; i++){
Light *l = lightData->directionals[i];
directionals[i].color.x = l->color.red;
directionals[i].color.y = l->color.green;
directionals[i].color.z = l->color.blue;
directionals[i].direction = l->getFrame()->getLTM()->at;
bits |= VSLIGHT_DIRECT;
}
int np = 0;
int ns = 0;
for(i = 0; i < lightData->numLocals; i++){
Light *l = lightData->locals[i];
switch(l->getType()){
case Light::POINT:
points[np].color.x = l->color.red;
points[np].color.y = l->color.green;
points[np].color.z = l->color.blue;
points[np].param0 = l->radius;
points[np].position = l->getFrame()->getLTM()->pos;
np++;
bits |= VSLIGHT_POINT;
break;
case Light::SPOT:
case Light::SOFTSPOT:
spots[ns].color.x = l->color.red;
spots[ns].color.y = l->color.green;
spots[ns].color.z = l->color.blue;
spots[ns].param0 = l->radius;
spots[ns].position = l->getFrame()->getLTM()->pos;
spots[ns].direction = l->getFrame()->getLTM()->at;
spots[ns].param1 = l->minusCosAngle;
// lower bound of falloff
if(l->getType() == Light::SOFTSPOT)
spots[ns].param2 = 0.0f;
else
spots[ns].param2 = 1.0f;
bits |= VSLIGHT_SPOT;
ns++;
break;
}
}
firstLight[0] = 0;
numLights[0] = lightData->numDirectionals;
firstLight[1] = numLights[0] + firstLight[0];
numLights[4] = np;
firstLight[2] = numLights[4] + firstLight[1];
numLights[8] = ns;
d3ddevice->SetVertexShaderConstantI(VSLOC_numLights, numLights, 3);
d3ddevice->SetVertexShaderConstantF(VSLOC_lightOffset, firstLight, 1);
int32 off = VSLOC_lights;
if(numLights[0])
d3ddevice->SetVertexShaderConstantF(off, (float*)&directionals, numLights[0]*3);
off += numLights[0]*3;
if(numLights[4])
d3ddevice->SetVertexShaderConstantF(off, (float*)&points, numLights[4]*3);
off += numLights[4]*3;
if(numLights[8])
d3ddevice->SetVertexShaderConstantF(off, (float*)&spots, numLights[8]*3);
return bits;
}
int32
lightingCB_Shader(Atomic *atomic)
{
WorldLights lightData;
Light *directionals[8];
Light *locals[8];
lightData.directionals = directionals;
lightData.numDirectionals = 8;
lightData.locals = locals;
lightData.numLocals = 8;
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if(atomic->geometry->flags & rw::Geometry::LIGHT){
((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
d3ddevice->SetVertexShaderConstantF(VSLOC_ambLight, (float*)&lightData.ambient, 1);
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if(!(atomic->geometry->flags & rw::Geometry::PRELIT) == 0){
// Get rid of lights that need normals when we don't have any
lightData.numDirectionals = 0;
lightData.numLocals = 0;
}
return uploadLights(&lightData);
}else{
static const float zeroF[4];
static const int32 zeroI[4];
d3ddevice->SetVertexShaderConstantF(VSLOC_ambLight, zeroF, 1);
d3ddevice->SetVertexShaderConstantI(VSLOC_numLights, zeroI, 1);
return 0;
}
}
static RawMatrix identityXform = {
{ 1.0f, 0.0f, 0.0f }, 0.0f,
{ 0.0f, 1.0f, 0.0f }, 0.0f,
{ 0.0f, 0.0f, 1.0f }, 0.0f,
{ 0.0f, 0.0f, 0.0f }, 1.0f
};
void
uploadMatrices(void)
{
RawMatrix combined;
Camera *cam = engine->currentCamera;
d3ddevice->SetVertexShaderConstantF(VSLOC_world, (float*)&identityXform, 4);
d3ddevice->SetVertexShaderConstantF(VSLOC_normal, (float*)&identityXform, 4);
RawMatrix::mult(&combined, &cam->devView, &cam->devProj);
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&combined, 4);
}
void
uploadMatrices(Matrix *worldMat)
{
RawMatrix combined, world, worldview;
Camera *cam = engine->currentCamera;
convMatrix(&world, worldMat);
d3ddevice->SetVertexShaderConstantF(VSLOC_world, (float*)&world, 4);
// TODO: inverse transpose
d3ddevice->SetVertexShaderConstantF(VSLOC_normal, (float*)&world, 4);
RawMatrix::mult(&worldview, &world, &cam->devView);
RawMatrix::mult(&combined, &worldview, &cam->devProj);
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&combined, 4);
}
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#endif
}
}