librw/src/d3d/d3d8.cpp

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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
#include "rwd3d8.h"
#define PLUGIN_ID 2
namespace rw {
namespace d3d8 {
using namespace d3d;
void
initializePlatform(void)
{
driver[PLATFORM_D3D8].defaultPipeline = makeDefaultPipeline();
}
uint32
makeFVFDeclaration(uint32 flags, int32 numTex)
{
uint32 fvf = 0x2;
if(flags & Geometry::NORMALS)
fvf |= 0x10;
if(flags & Geometry::PRELIT)
fvf |= 0x40;
fvf |= numTex << 8;
return fvf;
}
int32
getStride(uint32 flags, int32 numTex)
{
int32 stride = 12;
if(flags & Geometry::NORMALS)
stride += 12;;
if(flags & Geometry::PRELIT)
stride += 4;
stride += numTex*8;
return stride;
}
void*
destroyNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
if(geometry->instData == nil ||
geometry->instData->platform != PLATFORM_D3D8)
return object;
InstanceDataHeader *header =
(InstanceDataHeader*)geometry->instData;
geometry->instData = nil;
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
deleteObject(inst->indexBuffer);
deleteObject(inst->vertexBuffer);
inst++;
}
delete[] header->inst;
delete header;
return object;
}
Stream*
readNativeData(Stream *stream, int32, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"))
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_D3D8){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
InstanceDataHeader *header = new InstanceDataHeader;
geometry->instData = header;
header->platform = PLATFORM_D3D8;
int32 size = stream->readI32();
uint8 *data = new uint8[size];
stream->read(data, size);
uint8 *p = data;
header->serialNumber = *(uint16*)p; p += 2;
header->numMeshes = *(uint16*)p; p += 2;
header->inst = new InstanceData[header->numMeshes];
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
inst->minVert = *(uint32*)p; p += 4;
inst->stride = *(uint32*)p; p += 4;
inst->numVertices = *(uint32*)p; p += 4;
inst->numIndices = *(uint32*)p; p += 4;
uint32 matid = *(uint32*)p; p += 4;
inst->material = geometry->materialList[matid];
inst->vertexShader = *(uint32*)p; p += 4;
inst->primType = *(uint32*)p; p += 4;
inst->indexBuffer = nil; p += 4;
inst->vertexBuffer = nil; p += 4;
inst->baseIndex = 0; p += 4;
inst->vertexAlpha = *p++;
inst->managed = 0; p++;
inst->remapped = 0; p++; // TODO: really unused? and what's that anyway?
inst++;
}
delete[] data;
inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
inst->indexBuffer = createIndexBuffer(inst->numIndices*2);
uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
stream->read(indices, 2*inst->numIndices);
unlockIndices(inst->indexBuffer);
inst->managed = 1;
inst->vertexBuffer = createVertexBuffer(inst->stride*inst->numVertices, 0, D3DPOOL_MANAGED);
uint8 *verts = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
stream->read(verts, inst->stride*inst->numVertices);
unlockVertices(inst->vertexBuffer);
inst++;
}
return stream;
}
Stream*
writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
writeChunkHeader(stream, ID_STRUCT, len-12);
if(geometry->instData == nil ||
geometry->instData->platform != PLATFORM_D3D8)
return stream;
stream->writeU32(PLATFORM_D3D8);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
int32 size = 4 + geometry->meshHeader->numMeshes*0x2C;
uint8 *data = new uint8[size];
stream->writeI32(size);
uint8 *p = data;
*(uint16*)p = header->serialNumber; p += 2;
*(uint16*)p = header->numMeshes; p += 2;
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
*(uint32*)p = inst->minVert; p += 4;
*(uint32*)p = inst->stride; p += 4;
*(uint32*)p = inst->numVertices; p += 4;
*(uint32*)p = inst->numIndices; p += 4;
int32 matid = findPointer(inst->material, (void**)geometry->materialList, geometry->numMaterials);
*(int32*)p = matid; p += 4;
*(uint32*)p = inst->vertexShader; p += 4;
*(uint32*)p = inst->primType; p += 4;
*(uint32*)p = 0; p += 4; // index buffer
*(uint32*)p = 0; p += 4; // vertex buffer
*(uint32*)p = inst->baseIndex; p += 4;
*p++ = inst->vertexAlpha;
*p++ = inst->managed;
*p++ = inst->remapped;
inst++;
}
stream->write(data, size);
delete[] data;
inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
stream->write(indices, 2*inst->numIndices);
unlockIndices(inst->indexBuffer);
uint8 *verts = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
stream->write(verts, inst->stride*inst->numVertices);
unlockVertices(inst->vertexBuffer);
inst++;
}
return stream;
}
int32
getSizeNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
if(geometry->instData == nil ||
geometry->instData->platform != PLATFORM_D3D8)
return 0;
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
InstanceData *inst = header->inst;
int32 size = 12 + 4 + 4 + 4 + header->numMeshes*0x2C;
for(int32 i = 0; i < header->numMeshes; i++){
size += inst->numIndices*2 + inst->numVertices*inst->stride;
inst++;
}
return size;
}
void
registerNativeDataPlugin(void)
{
Geometry::registerPlugin(0, ID_NATIVEDATA,
nil, destroyNativeData, nil);
Geometry::registerPluginStream(ID_NATIVEDATA,
readNativeData,
writeNativeData,
getSizeNativeData);
}
static void
instance(rw::ObjPipeline *rwpipe, Atomic *atomic)
{
ObjPipeline *pipe = (ObjPipeline*)rwpipe;
Geometry *geo = atomic->geometry;
if(geo->geoflags & Geometry::NATIVE)
return;
geo->geoflags |= Geometry::NATIVE;
InstanceDataHeader *header = new InstanceDataHeader;
MeshHeader *meshh = geo->meshHeader;
geo->instData = header;
header->platform = PLATFORM_D3D8;
header->serialNumber = 0;
header->numMeshes = meshh->numMeshes;
header->inst = new InstanceData[header->numMeshes];
InstanceData *inst = header->inst;
Mesh *mesh = meshh->mesh;
for(uint32 i = 0; i < header->numMeshes; i++){
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
&inst->minVert, &inst->numVertices);
inst->numIndices = mesh->numIndices;
inst->material = mesh->material;
inst->vertexShader = 0;
inst->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST;
inst->vertexBuffer = nil;
inst->baseIndex = 0; // (maybe) not used by us
inst->vertexAlpha = 0;
inst->managed = 0;
inst->remapped = 0;
inst->indexBuffer = createIndexBuffer(inst->numIndices*2);
uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
if(inst->minVert == 0)
memcpy(indices, mesh->indices, inst->numIndices*2);
else
for(int32 j = 0; j < inst->numIndices; j++)
indices[j] = mesh->indices[j] - inst->minVert;
unlockIndices(inst->indexBuffer);
pipe->instanceCB(geo, inst);
mesh++;
inst++;
}
}
static void
uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic)
{
ObjPipeline *pipe = (ObjPipeline*)rwpipe;
Geometry *geo = atomic->geometry;
if((geo->geoflags & Geometry::NATIVE) == 0)
return;
assert(geo->instData != nil);
assert(geo->instData->platform == PLATFORM_D3D8);
geo->geoflags &= ~Geometry::NATIVE;
geo->allocateData();
geo->meshHeader->allocateIndices();
InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
InstanceData *inst = header->inst;
Mesh *mesh = geo->meshHeader->mesh;
for(uint32 i = 0; i < header->numMeshes; i++){
uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
if(inst->minVert == 0)
memcpy(mesh->indices, indices, inst->numIndices*2);
else
for(int32 j = 0; j < inst->numIndices; j++)
mesh->indices[j] = indices[j] + inst->minVert;
unlockIndices(inst->indexBuffer);
pipe->uninstanceCB(geo, inst);
mesh++;
inst++;
}
geo->generateTriangles();
destroyNativeData(geo, 0, 0);
}
static void
render(rw::ObjPipeline *rwpipe, Atomic *atomic)
{
ObjPipeline *pipe = (ObjPipeline*)rwpipe;
Geometry *geo = atomic->geometry;
if((geo->geoflags & Geometry::NATIVE) == 0)
pipe->instance(atomic);
assert(geo->instData != nil);
assert(geo->instData->platform == PLATFORM_D3D8);
if(pipe->renderCB)
pipe->renderCB(atomic, (InstanceDataHeader*)geo->instData);
}
ObjPipeline::ObjPipeline(uint32 platform)
: rw::ObjPipeline(platform)
{
this->impl.instance = d3d8::instance;
this->impl.uninstance = d3d8::uninstance;
this->impl.render = d3d8::render;
this->instanceCB = nil;
this->uninstanceCB = nil;
this->renderCB = nil;
}
void
defaultInstanceCB(Geometry *geo, InstanceData *inst)
{
inst->vertexShader = makeFVFDeclaration(geo->geoflags, geo->numTexCoordSets);
inst->stride = getStride(geo->geoflags, geo->numTexCoordSets);
inst->vertexBuffer = createVertexBuffer(inst->numVertices*inst->stride,
inst->vertexShader, D3DPOOL_MANAGED);
inst->managed = 1;
uint8 *dst = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
instV3d(VERT_FLOAT3, dst,
&geo->morphTargets[0].vertices[3*inst->minVert],
inst->numVertices, inst->stride);
dst += 12;
if(geo->geoflags & Geometry::NORMALS){
instV3d(VERT_FLOAT3, dst,
&geo->morphTargets[0].normals[3*inst->minVert],
inst->numVertices, inst->stride);
dst += 12;
}
inst->vertexAlpha = 0;
if(geo->geoflags & Geometry::PRELIT){
inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[4*inst->minVert],
inst->numVertices, inst->stride);
dst += 4;
}
for(int32 i = 0; i < geo->numTexCoordSets; i++){
instV2d(VERT_FLOAT2, dst, &geo->texCoords[i][2*inst->minVert],
inst->numVertices, inst->stride);
dst += 8;
}
unlockVertices(inst->vertexBuffer);
}
void
defaultUninstanceCB(Geometry *geo, InstanceData *inst)
{
uint8 *src = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
uninstV3d(VERT_FLOAT3,
&geo->morphTargets[0].vertices[3*inst->minVert],
src, inst->numVertices, inst->stride);
src += 12;
if(geo->geoflags & Geometry::NORMALS){
uninstV3d(VERT_FLOAT3,
&geo->morphTargets[0].normals[3*inst->minVert],
src, inst->numVertices, inst->stride);
src += 12;
}
inst->vertexAlpha = 0;
if(geo->geoflags & Geometry::PRELIT){
uninstColor(VERT_ARGB, &geo->colors[4*inst->minVert], src,
inst->numVertices, inst->stride);
src += 4;
}
for(int32 i = 0; i < geo->numTexCoordSets; i++){
uninstV2d(VERT_FLOAT2, &geo->texCoords[i][2*inst->minVert], src,
inst->numVertices, inst->stride);
src += 8;
}
unlockVertices(inst->vertexBuffer);
}
ObjPipeline*
makeDefaultPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
return pipe;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Native Texture and Raster
// only handles 4 and 8 bit textures right now
Raster*
readAsImage(Stream *stream, int32 width, int32 height, int32 depth, int32 format, int32 numLevels)
{
uint8 palette[256*4];
uint8 *data;
Image *img = Image::create(width, height, 32);
img->allocate();
if(format & Raster::PAL4)
stream->read(palette, 4*32);
else if(format & Raster::PAL8)
stream->read(palette, 4*256);
// Only read one mipmap
for(int32 i = 0; i < numLevels; i++){
uint32 size = stream->readU32();
if(i == 0){
data = new uint8[size];
stream->read(data, size);
}else
stream->seek(size);
}
if(format & (Raster::PAL4 | Raster::PAL8)){
uint8 *idx = data;
uint8 *pixels = img->pixels;
for(int y = 0; y < img->height; y++){
uint8 *line = pixels;
for(int x = 0; x < img->width; x++){
line[0] = palette[*idx*4+0];
line[1] = palette[*idx*4+1];
line[2] = palette[*idx*4+2];
line[3] = palette[*idx*4+3];
line += 4;
idx++;
}
pixels += img->stride;
}
}
delete[] data;
Raster *ras = Raster::createFromImage(img);
img->destroy();
return ras;
}
Texture*
readNativeTexture(Stream *stream)
{
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"))
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_D3D8){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
Texture *tex = Texture::create(nil);
if(tex == nil)
return nil;
// Texture
tex->filterAddressing = stream->readU32();
stream->read(tex->name, 32);
stream->read(tex->mask, 32);
// Raster
uint32 format = stream->readU32();
bool32 hasAlpha = stream->readI32();
int32 width = stream->readU16();
int32 height = stream->readU16();
int32 depth = stream->readU8();
int32 numLevels = stream->readU8();
int32 type = stream->readU8();
int32 compression = stream->readU8();
int32 pallength = 0;
if(format & Raster::PAL4 || format & Raster::PAL8){
pallength = format & Raster::PAL4 ? 32 : 256;
if(!d3d::isP8supported){
tex->raster = readAsImage(stream, width, height, depth, format|type, numLevels);
tex->streamReadPlugins(stream);
return tex;
}
}
Raster *raster;
D3dRaster *ras;
if(compression){
raster = Raster::create(width, height, depth, format | type | 0x80, PLATFORM_D3D8);
ras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
allocateDXT(raster, compression, numLevels, hasAlpha);
ras->customFormat = 1;
}else{
raster = Raster::create(width, height, depth, format | type, PLATFORM_D3D8);
ras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
}
tex->raster = raster;
// TODO: check if format supported and convert if necessary
if(pallength != 0)
stream->read(ras->palette, 4*pallength);
uint32 size;
uint8 *data;
for(int32 i = 0; i < numLevels; i++){
size = stream->readU32();
if(i < raster->getNumLevels()){
data = raster->lock(i);
stream->read(data, size);
raster->unlock(i);
}else
stream->seek(size);
}
tex->streamReadPlugins(stream);
return tex;
}
void
writeNativeTexture(Texture *tex, Stream *stream)
{
int32 chunksize = getSizeNativeTexture(tex);
int32 plgsize = tex->streamGetPluginSize();
writeChunkHeader(stream, ID_TEXTURENATIVE, chunksize);
writeChunkHeader(stream, ID_STRUCT, chunksize-24-plgsize);
stream->writeU32(PLATFORM_D3D8);
// Texture
stream->writeU32(tex->filterAddressing);
stream->write(tex->name, 32);
stream->write(tex->mask, 32);
// Raster
Raster *raster = tex->raster;
D3dRaster *ras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
int32 numLevels = raster->getNumLevels();
stream->writeI32(raster->format);
stream->writeI32(ras->hasAlpha);
stream->writeU16(raster->width);
stream->writeU16(raster->height);
stream->writeU8(raster->depth);
stream->writeU8(numLevels);
stream->writeU8(raster->type);
int32 compression = 0;
if(ras->format)
switch(ras->format){
case 0x31545844: // DXT1
compression = 1;
break;
case 0x32545844: // DXT2
compression = 2;
break;
case 0x33545844: // DXT3
compression = 3;
break;
case 0x34545844: // DXT4
compression = 4;
break;
case 0x35545844: // DXT5
compression = 5;
break;
}
stream->writeU8(compression);
if(raster->format & Raster::PAL4)
stream->write(ras->palette, 4*32);
else if(raster->format & Raster::PAL8)
stream->write(ras->palette, 4*256);
uint32 size;
uint8 *data;
for(int32 i = 0; i < numLevels; i++){
size = getLevelSize(raster, i);
stream->writeU32(size);
data = raster->lock(i);
stream->write(data, size);
raster->unlock(i);
}
tex->streamWritePlugins(stream);
}
uint32
getSizeNativeTexture(Texture *tex)
{
uint32 size = 12 + 72 + 16;
int32 levels = tex->raster->getNumLevels();
if(tex->raster->format & Raster::PAL4)
size += 4*32;
else if(tex->raster->format & Raster::PAL8)
size += 4*256;
for(int32 i = 0; i < levels; i++)
size += 4 + getLevelSize(tex->raster, i);
size += 12 + tex->streamGetPluginSize();
return size;
}
}
}