librw/src/d3d/d3dim2d.cpp

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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
#include "rwd3d9.h"
namespace rw {
namespace d3d {
#ifdef RW_D3D9
// might want to tweak this
#define NUMINDICES 10000
#define NUMVERTICES 10000
static int primTypeMap[] = {
D3DPT_POINTLIST, // invalid
D3DPT_LINELIST,
D3DPT_LINESTRIP,
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLESTRIP,
D3DPT_TRIANGLEFAN,
D3DPT_POINTLIST, // actually not supported!
};
static IDirect3DVertexDeclaration9 *im2ddecl;
static IDirect3DVertexBuffer9 *im2dvertbuf;
static IDirect3DIndexBuffer9 *im2dindbuf;
void
openIm2D(void)
{
D3DVERTEXELEMENT9 elements[4] = {
{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 },
{ 0, offsetof(Im2DVertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, offsetof(Im2DVertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
d3ddevice->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &im2ddecl);
im2dvertbuf = (IDirect3DVertexBuffer9*)createVertexBuffer(NUMVERTICES*sizeof(Im2DVertex), 0, D3DPOOL_MANAGED);
im2dindbuf = (IDirect3DIndexBuffer9*)createIndexBuffer(NUMINDICES*sizeof(uint16));
}
void
im2DRenderIndexedPrimitive(PrimitiveType primType,
void *vertices, int32 numVertices, void *indices, int32 numIndices)
{
if(numVertices > NUMVERTICES ||
numIndices > NUMINDICES){
// TODO: error
return;
}
uint16 *lockedindices = lockIndices(im2dindbuf, 0, numIndices*sizeof(uint16), 0);
memcpy(lockedindices, indices, numIndices*sizeof(uint16));
unlockIndices(im2dindbuf);
uint8 *lockedvertices = lockVertices(im2dvertbuf, 0, numVertices*sizeof(Im2DVertex), D3DLOCK_NOSYSLOCK);
memcpy(lockedvertices, vertices, numVertices*sizeof(Im2DVertex));
unlockVertices(im2dvertbuf);
d3ddevice->SetStreamSource(0, im2dvertbuf, 0, sizeof(Im2DVertex));
d3ddevice->SetIndices(im2dindbuf);
d3ddevice->SetVertexDeclaration(im2ddecl);
d3d::setTexture(0, engine->imtexture);
d3d::flushCache();
uint32 primCount = 0;
switch(primType){
case PRIMTYPELINELIST:
primCount = numIndices/2;
break;
case PRIMTYPEPOLYLINE:
primCount = numIndices-1;
break;
case PRIMTYPETRILIST:
primCount = numIndices/3;
break;
case PRIMTYPETRISTRIP:
primCount = numIndices-2;
break;
case PRIMTYPETRIFAN:
primCount = numIndices-2;
break;
case PRIMTYPEPOINTLIST:
primCount = numIndices;
break;
}
d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)primTypeMap[primType], 0,
0, numVertices,
0, primCount);
}
#endif
}
}