mirror of https://github.com/aap/librw.git
implemented d3d8 native data read/write and instance
This commit is contained in:
parent
0f135f2de6
commit
0c96bc7b99
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@ -99,6 +99,8 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="src\clump.cpp" />
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<ClCompile Include="src\d3d.cpp" />
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<ClCompile Include="src\d3d8.cpp" />
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<ClCompile Include="src\d3d9.cpp" />
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<ClCompile Include="src\geometry.cpp" />
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<ClCompile Include="src\gtaplg.cpp" />
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@ -113,6 +115,8 @@
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<ItemGroup>
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<ClInclude Include="src\gtaplg.h" />
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<ClInclude Include="src\rwbase.h" />
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<ClInclude Include="src\rwd3d.h" />
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<ClInclude Include="src\rwd3d8.h" />
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<ClInclude Include="src\rwd3d9.h" />
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<ClInclude Include="src\rwobjects.h" />
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<ClInclude Include="src\rwogl.h" />
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2
rw.h
2
rw.h
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@ -4,5 +4,7 @@
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#include "src/rwobjects.h"
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#include "src/rwps2.h"
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#include "src/rwxbox.h"
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#include "src/rwd3d.h"
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#include "src/rwd3d8.h"
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#include "src/rwd3d9.h"
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#include "src/rwogl.h"
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@ -12,6 +12,7 @@
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#include "rwps2.h"
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#include "rwogl.h"
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#include "rwxbox.h"
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#include "rwd3d8.h"
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#include "rwd3d9.h"
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using namespace std;
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@ -538,6 +539,8 @@ Atomic::init(void)
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gl::makeDefaultPipeline();
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defaultPipelines[platformIdx[PLATFORM_XBOX]] =
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xbox::makeDefaultPipeline();
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defaultPipelines[platformIdx[PLATFORM_D3D8]] =
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d3d8::makeDefaultPipeline();
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defaultPipelines[platformIdx[PLATFORM_D3D9]] =
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d3d9::makeDefaultPipeline();
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}
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@ -0,0 +1,96 @@
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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#include <new>
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#include "rwbase.h"
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#include "rwplugin.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwd3d.h"
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using namespace std;
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namespace rw {
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namespace d3d {
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#ifdef RW_D3D9
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IDirect3DDevice9 *device = NULL;
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#endif
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int vertFormatMap[] = {
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-1, VERT_FLOAT2, VERT_FLOAT3, -1, VERT_ARGB
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};
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void*
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createIndexBuffer(uint32 length)
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{
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#ifdef RW_D3D9
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IDirect3DIndexBuffer9 *ibuf;
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device->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ibuf, 0);
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return ibuf;
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#else
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return new uint8[length];
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#endif
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}
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uint16*
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lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags)
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{
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#ifdef RW_D3D9
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uint16 *indices;
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IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
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ibuf->Lock(offset, size, (void**)&indices, flags);
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return indices;
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#else
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return (uint16*)indexBuffer;
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#endif
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}
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void
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unlockIndices(void *indexBuffer)
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{
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#ifdef RW_D3D9
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IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
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ibuf->Unlock();
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#endif
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}
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void*
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createVertexBuffer(uint32 length, uint32 fvf, int32 pool)
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{
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#ifdef RW_D3D9
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IDirect3DVertexBuffer9 *vbuf;
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device->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, fvf, (D3DPOOL)pool, &vbuf, 0);
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return vbuf;
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#else
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return new uint8[length];
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#endif
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}
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uint8*
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lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags)
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{
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#ifdef RW_D3D9
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uint8 *verts;
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IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
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vertbuf->Lock(offset, size, (void**)&verts, flags);
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return verts;
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#else
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return (uint8*)vertexBuffer;
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#endif
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}
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void
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unlockVertices(void *vertexBuffer)
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{
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#ifdef RW_D3D9
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IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
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vertbuf->Unlock();
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#endif
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}
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}
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}
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@ -0,0 +1,317 @@
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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#include <new>
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#include "rwbase.h"
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#include "rwplugin.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwd3d.h"
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#include "rwd3d8.h"
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using namespace std;
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namespace rw {
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namespace d3d8 {
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using namespace d3d;
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uint32
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makeFVFDeclaration(uint32 flags, int32 numTex)
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{
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uint32 fvf = 0x2;
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if(flags & Geometry::NORMALS)
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fvf |= 0x10;
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if(flags & Geometry::PRELIT)
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fvf |= 0x40;
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fvf |= numTex << 8;
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return fvf;
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}
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int32
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getStride(uint32 flags, int32 numTex)
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{
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int32 stride = 12;
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if(flags & Geometry::NORMALS)
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stride += 12;;
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if(flags & Geometry::PRELIT)
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stride += 4;
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stride += numTex*8;
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return stride;
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}
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void*
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destroyNativeData(void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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assert(geometry->instData != NULL);
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assert(geometry->instData->platform == PLATFORM_D3D8);
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// TODO
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InstanceDataHeader *header =
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(InstanceDataHeader*)geometry->instData;
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delete header;
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return object;
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}
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void
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readNativeData(Stream *stream, int32, void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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uint32 vers;
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assert(findChunk(stream, ID_STRUCT, NULL, &vers));
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assert(stream->readU32() == PLATFORM_D3D8);
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InstanceDataHeader *header = new InstanceDataHeader;
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geometry->instData = header;
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header->platform = PLATFORM_D3D8;
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int32 size = stream->readI32();
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uint8 *data = new uint8[size];
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stream->read(data, size);
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uint8 *p = data;
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header->serialNumber = *(uint16*)p; p += 2;
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header->numMeshes = *(uint16*)p; p += 2;
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header->inst = new InstanceData[header->numMeshes];
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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inst->minVert = *(uint32*)p; p += 4;
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inst->stride = *(uint32*)p; p += 4;
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inst->numVertices = *(uint32*)p; p += 4;
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inst->numIndices = *(uint32*)p; p += 4;
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uint32 matid = *(uint32*)p; p += 4;
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inst->material = geometry->materialList[matid];
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inst->vertexShader = *(uint32*)p; p += 4;
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inst->primType = *(uint32*)p; p += 4;
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inst->indexBuffer = NULL; p += 4;
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inst->vertexBuffer = NULL; p += 4;
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inst->baseIndex = 0; p += 4;
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inst->vertexAlpha = *p++;
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inst->managed = 0; p++;
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inst->remapped = 0; p++; // TODO: really unused? and what's that anyway?
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inst++;
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}
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delete[] data;
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inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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inst->indexBuffer = createIndexBuffer(inst->numIndices*2);
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uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
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stream->read(indices, 2*inst->numIndices);
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unlockIndices(inst->indexBuffer);
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inst->managed = 1;
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inst->vertexBuffer = createVertexBuffer(inst->stride*inst->numVertices, 0, D3DPOOL_MANAGED);
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uint8 *verts = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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stream->read(verts, inst->stride*inst->numVertices);
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unlockVertices(inst->vertexBuffer);
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inst++;
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}
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}
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void
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writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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writeChunkHeader(stream, ID_STRUCT, len-12);
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assert(geometry->instData != NULL);
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assert(geometry->instData->platform == PLATFORM_D3D8);
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stream->writeU32(PLATFORM_D3D8);
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InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
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int32 size = 4 + geometry->meshHeader->numMeshes*0x2C;
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uint8 *data = new uint8[size];
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stream->writeI32(size);
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uint8 *p = data;
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*(uint16*)p = header->serialNumber; p += 2;
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*(uint16*)p = header->numMeshes; p += 2;
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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*(uint32*)p = inst->minVert; p += 4;
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*(uint32*)p = inst->stride; p += 4;
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*(uint32*)p = inst->numVertices; p += 4;
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*(uint32*)p = inst->numIndices; p += 4;
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int32 matid = findPointer(inst->material, (void**)geometry->materialList, geometry->numMaterials);
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*(int32*)p = matid; p += 4;
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*(uint32*)p = inst->vertexShader; p += 4;
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*(uint32*)p = inst->primType; p += 4;
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*(uint32*)p = 0; p += 4; // index buffer
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*(uint32*)p = 0; p += 4; // vertex buffer
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*(uint32*)p = inst->baseIndex; p += 4;
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*p++ = inst->vertexAlpha;
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*p++ = inst->managed;
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*p++ = inst->remapped;
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inst++;
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}
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stream->write(data, size);
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delete[] data;
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inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
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stream->write(indices, 2*inst->numIndices);
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unlockIndices(inst->indexBuffer);
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uint8 *verts = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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stream->write(verts, inst->stride*inst->numVertices);
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unlockVertices(inst->vertexBuffer);
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inst++;
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}
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}
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int32
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getSizeNativeData(void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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assert(geometry->instData != NULL);
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assert(geometry->instData->platform == PLATFORM_D3D8);
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InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
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InstanceData *inst = header->inst;
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int32 size = 12 + 4 + 4 + 4 + header->numMeshes*0x2C;
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for(int32 i = 0; i < header->numMeshes; i++){
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size += inst->numIndices*2 + inst->numVertices*inst->stride;
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inst++;
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}
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return size;
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}
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void
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registerNativeDataPlugin(void)
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{
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Geometry::registerPlugin(0, ID_NATIVEDATA,
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NULL, destroyNativeData, NULL);
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Geometry::registerPluginStream(ID_NATIVEDATA,
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readNativeData,
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writeNativeData,
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getSizeNativeData);
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}
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ObjPipeline::ObjPipeline(uint32 platform)
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: rw::ObjPipeline(platform),
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instanceCB(NULL), uninstanceCB(NULL) { }
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void
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ObjPipeline::instance(Atomic *atomic)
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{
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Geometry *geo = atomic->geometry;
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if(geo->geoflags & Geometry::NATIVE)
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return;
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geo->geoflags |= Geometry::NATIVE;
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InstanceDataHeader *header = new InstanceDataHeader;
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MeshHeader *meshh = geo->meshHeader;
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geo->instData = header;
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header->platform = PLATFORM_D3D8;
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header->serialNumber = 0;
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header->numMeshes = meshh->numMeshes;
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header->inst = new InstanceData[header->numMeshes];
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InstanceData *inst = header->inst;
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Mesh *mesh = meshh->mesh;
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for(uint32 i = 0; i < header->numMeshes; i++){
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findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
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&inst->minVert, &inst->numVertices);
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inst->numIndices = mesh->numIndices;
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inst->material = mesh->material;
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inst->vertexShader = 0;
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inst->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST;
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inst->vertexBuffer = NULL;
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inst->baseIndex = 0; // (maybe) not used by us
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inst->vertexAlpha = 0;
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inst->managed = 0;
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inst->remapped = 0;
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inst->indexBuffer = createIndexBuffer(inst->numIndices*sizeof(uint16));
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uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
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if(inst->minVert == 0)
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memcpy(indices, mesh->indices, inst->numIndices*sizeof(uint16));
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else
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for(int32 j = 0; j < inst->numIndices; j++)
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indices[j] = mesh->indices[j] - inst->minVert;
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unlockIndices(inst->indexBuffer);
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this->instanceCB(geo, inst);
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mesh++;
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inst++;
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}
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}
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void
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ObjPipeline::uninstance(Atomic *atomic)
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{
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assert(0 && "can't uninstance");
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}
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void
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defaultInstanceCB(Geometry *geo, InstanceData *inst)
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{
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inst->vertexShader = makeFVFDeclaration(geo->geoflags, geo->numTexCoordSets);
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inst->stride = getStride(geo->geoflags, geo->numTexCoordSets);
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inst->vertexBuffer = createVertexBuffer(inst->numVertices*inst->stride,
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inst->vertexShader, D3DPOOL_MANAGED);
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inst->managed = 1;
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uint8 *dst = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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instV3d(VERT_FLOAT3, dst,
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&geo->morphTargets[0].vertices[3*inst->minVert],
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inst->numVertices, inst->stride);
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dst += 12;
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if(geo->geoflags & Geometry::NORMALS){
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instV3d(VERT_FLOAT3, dst,
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&geo->morphTargets[0].normals[3*inst->minVert],
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inst->numVertices, inst->stride);
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dst += 12;
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}
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inst->vertexAlpha = 0;
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if(geo->geoflags & Geometry::PRELIT){
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inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[4*inst->minVert],
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inst->numVertices, inst->stride);
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dst += 4;
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}
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for(int32 i = 0; i < geo->numTexCoordSets; i++){
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instV2d(VERT_FLOAT2, dst, &geo->texCoords[i][2*inst->minVert],
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inst->numVertices, inst->stride);
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dst += 8;
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}
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unlockVertices(inst->vertexBuffer);
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}
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ObjPipeline*
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makeDefaultPipeline(void)
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{
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ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
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pipe->instanceCB = defaultInstanceCB;
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return pipe;
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}
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ObjPipeline*
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makeSkinPipeline(void)
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{
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ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
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pipe->instanceCB = defaultInstanceCB;
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pipe->pluginID = ID_SKIN;
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pipe->pluginData = 1;
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return pipe;
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}
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ObjPipeline*
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makeMatFXPipeline(void)
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{
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ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
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pipe->instanceCB = defaultInstanceCB;
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pipe->pluginID = ID_MATFX;
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pipe->pluginData = 0;
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return pipe;
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}
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}
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}
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152
src/d3d9.cpp
152
src/d3d9.cpp
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@ -9,116 +9,20 @@
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#include "rwplugin.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwd3d.h"
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#include "rwd3d9.h"
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using namespace std;
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||||
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||||
namespace rw {
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||||
namespace d3d9 {
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using namespace d3d;
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#ifdef RW_D3D9
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IDirect3DDevice9 *device = NULL;
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||||
#else
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enum {
|
||||
D3DLOCK_NOSYSLOCK = 0, // ignored
|
||||
D3DPOOL_MANAGED = 0, // ignored
|
||||
D3DPT_TRIANGLELIST = 4,
|
||||
D3DPT_TRIANGLESTRIP = 5,
|
||||
|
||||
|
||||
D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
|
||||
D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
|
||||
D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
|
||||
D3DDECLTYPE_FLOAT4 = 3, // 4D float
|
||||
D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
|
||||
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
|
||||
D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
|
||||
D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
|
||||
D3DDECLTYPE_SHORT4 = 7, // 4D signed short
|
||||
|
||||
D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
|
||||
D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
|
||||
D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
|
||||
D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
|
||||
D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
|
||||
D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
|
||||
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)
|
||||
D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
|
||||
D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
|
||||
D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
|
||||
|
||||
|
||||
D3DDECLMETHOD_DEFAULT = 0,
|
||||
|
||||
|
||||
D3DDECLUSAGE_POSITION = 0,
|
||||
D3DDECLUSAGE_BLENDWEIGHT, // 1
|
||||
D3DDECLUSAGE_BLENDINDICES, // 2
|
||||
D3DDECLUSAGE_NORMAL, // 3
|
||||
D3DDECLUSAGE_PSIZE, // 4
|
||||
D3DDECLUSAGE_TEXCOORD, // 5
|
||||
D3DDECLUSAGE_TANGENT, // 6
|
||||
D3DDECLUSAGE_BINORMAL, // 7
|
||||
D3DDECLUSAGE_TESSFACTOR, // 8
|
||||
D3DDECLUSAGE_POSITIONT, // 9
|
||||
D3DDECLUSAGE_COLOR, // 10
|
||||
D3DDECLUSAGE_FOG, // 11
|
||||
D3DDECLUSAGE_DEPTH, // 12
|
||||
D3DDECLUSAGE_SAMPLE, // 13
|
||||
};
|
||||
// TODO: move to header, but not as #define
|
||||
#ifndef RW_D3D9
|
||||
#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
|
||||
#define D3DCOLOR_ARGB(a,r,g,b) \
|
||||
((uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
|
||||
#endif
|
||||
|
||||
int vertFormatMap[] = {
|
||||
-1, VERT_FLOAT2, VERT_FLOAT3, -1, VERT_ARGB
|
||||
};
|
||||
|
||||
uint16*
|
||||
lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags)
|
||||
{
|
||||
#ifdef RW_D3D9
|
||||
uint16 *indices;
|
||||
IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
|
||||
ibuf->Lock(offset, size, (void**)&indices, flags);
|
||||
return indices;
|
||||
#else
|
||||
return (uint16*)indexBuffer;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
unlockIndices(void *indexBuffer)
|
||||
{
|
||||
#ifdef RW_D3D9
|
||||
IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
|
||||
ibuf->Unlock();
|
||||
#endif
|
||||
}
|
||||
|
||||
uint8*
|
||||
lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags)
|
||||
{
|
||||
#ifdef RW_D3D9
|
||||
uint8 *verts;
|
||||
IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
|
||||
vertbuf->Lock(offset, size, (void**)&verts, flags);
|
||||
return verts;
|
||||
#else
|
||||
return (uint8*)vertexBuffer;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
unlockVertices(void *vertexBuffer)
|
||||
{
|
||||
#ifdef RW_D3D9
|
||||
IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
|
||||
vertbuf->Unlock();
|
||||
#endif
|
||||
}
|
||||
|
||||
void*
|
||||
createVertexDeclaration(VertexElement *elements)
|
||||
{
|
||||
|
@ -156,29 +60,6 @@ getDeclaration(void *declaration, VertexElement *elements)
|
|||
#endif
|
||||
}
|
||||
|
||||
void*
|
||||
createIndexBuffer(uint32 length)
|
||||
{
|
||||
#ifdef RW_D3D9
|
||||
IDirect3DIndexBuffer9 *ibuf;
|
||||
device->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ibuf, 0);
|
||||
return ibuf;
|
||||
#else
|
||||
return new uint8[length];
|
||||
#endif
|
||||
}
|
||||
|
||||
void*
|
||||
createVertexBuffer(uint32 length, int32 pool)
|
||||
{
|
||||
#ifdef RW_D3D9
|
||||
IDirect3DVertexBuffer9 *vbuf;
|
||||
device->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, 0, (D3DPOOL)pool, &vbuf, 0);
|
||||
return vbuf;
|
||||
#else
|
||||
return new uint8[length];
|
||||
#endif
|
||||
}
|
||||
|
||||
void*
|
||||
destroyNativeData(void *object, int32, int32)
|
||||
|
@ -203,6 +84,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
|
|||
InstanceDataHeader *header = new InstanceDataHeader;
|
||||
geometry->instData = header;
|
||||
header->platform = PLATFORM_D3D9;
|
||||
|
||||
int32 size = stream->readI32();
|
||||
uint8 *data = new uint8[size];
|
||||
stream->read(data, size);
|
||||
|
@ -238,8 +120,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
|
|||
stream->read(elements, numDeclarations*8);
|
||||
header->vertexDeclaration = createVertexDeclaration(elements);
|
||||
|
||||
header->indexBuffer = createIndexBuffer(header->totalNumIndex*sizeof(uint16));
|
||||
|
||||
header->indexBuffer = createIndexBuffer(header->totalNumIndex*2);
|
||||
uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
|
||||
stream->read(indices, 2*header->totalNumIndex);
|
||||
unlockIndices(header->indexBuffer);
|
||||
|
@ -260,8 +141,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
|
|||
continue;
|
||||
// TODO: unset managed flag when using morph targets.
|
||||
// also uses different buffer type and locks differently
|
||||
s->vertexBuffer = createVertexBuffer(s->stride*header->totalNumVertex, D3DPOOL_MANAGED);
|
||||
|
||||
s->vertexBuffer = createVertexBuffer(s->stride*header->totalNumVertex, 0, D3DPOOL_MANAGED);
|
||||
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
|
||||
stream->read(verts, s->stride*header->totalNumVertex);
|
||||
unlockVertices(s->vertexBuffer);
|
||||
|
@ -407,7 +287,7 @@ ObjPipeline::instance(Atomic *atomic)
|
|||
uint32 startindex = 0;
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
|
||||
&inst->minVert, &inst->numVertices);
|
||||
&inst->minVert, (int32*)&inst->numVertices);
|
||||
inst->numIndex = mesh->numIndices;
|
||||
inst->material = mesh->material;
|
||||
inst->vertexAlpha = 0;
|
||||
|
@ -419,23 +299,14 @@ ObjPipeline::instance(Atomic *atomic)
|
|||
memcpy(&indices[inst->startIndex], mesh->indices, inst->numIndex*sizeof(uint16));
|
||||
else
|
||||
for(uint32 j = 0; j < inst->numIndex; j++)
|
||||
indices[inst->startIndex+j] = mesh->indices[j]-inst->minVert;
|
||||
indices[inst->startIndex+j] = mesh->indices[j] - inst->minVert;
|
||||
startindex += inst->numIndex;
|
||||
mesh++;
|
||||
inst++;
|
||||
}
|
||||
unlockIndices(header->indexBuffer);
|
||||
|
||||
VertexStream *s;
|
||||
for(int i = 0; i < 2; i++){
|
||||
s = &header->vertexStream[i];
|
||||
s->vertexBuffer = NULL;
|
||||
s->offset = 0;
|
||||
s->stride = 0;
|
||||
s->geometryFlags = 0;
|
||||
s->managed = 0;
|
||||
s->dynamicLock = 0;
|
||||
}
|
||||
memset(&header->vertexStream, 0, 2*sizeof(VertexStream));
|
||||
|
||||
this->instanceCB(geo, header);
|
||||
}
|
||||
|
@ -446,6 +317,7 @@ ObjPipeline::uninstance(Atomic *atomic)
|
|||
assert(0 && "can't uninstance");
|
||||
}
|
||||
|
||||
// TODO: support more than one set of tex coords
|
||||
void
|
||||
defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
|
||||
{
|
||||
|
@ -487,7 +359,7 @@ defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
|
|||
|
||||
header->vertexDeclaration = createVertexDeclaration((VertexElement*)dcl);
|
||||
|
||||
s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, D3DPOOL_MANAGED);
|
||||
s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, 0, D3DPOOL_MANAGED);
|
||||
|
||||
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
|
||||
for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++)
|
||||
|
|
|
@ -11,6 +11,9 @@
|
|||
#include "rwobjects.h"
|
||||
#include "rwps2.h"
|
||||
|
||||
#define COLOR_ARGB(a,r,g,b) \
|
||||
((uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace rw {
|
||||
|
@ -57,7 +60,7 @@ ObjPipeline::render(Atomic*)
|
|||
// helper functions
|
||||
|
||||
void
|
||||
findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, uint32 *numVertices)
|
||||
findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, int32 *numVertices)
|
||||
{
|
||||
uint32 min = 0xFFFFFFFF;
|
||||
uint32 max = 0;
|
||||
|
|
|
@ -10,9 +10,10 @@
|
|||
#include "rwpipeline.h"
|
||||
#include "rwobjects.h"
|
||||
#include "rwps2.h"
|
||||
#include "rwxbox.h"
|
||||
#include "rwd3d9.h"
|
||||
#include "rwogl.h"
|
||||
#include "rwxbox.h"
|
||||
#include "rwd3d8.h"
|
||||
#include "rwd3d9.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -262,12 +263,14 @@ destroyNativeData(void *object, int32 offset, int32 size)
|
|||
return object;
|
||||
if(geometry->instData->platform == PLATFORM_PS2)
|
||||
return ps2::destroyNativeData(object, offset, size);
|
||||
if(geometry->instData->platform == PLATFORM_XBOX)
|
||||
return xbox::destroyNativeData(object, offset, size);
|
||||
if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
return d3d9::destroyNativeData(object, offset, size);
|
||||
if(geometry->instData->platform == PLATFORM_OGL)
|
||||
return gl::destroyNativeData(object, offset, size);
|
||||
if(geometry->instData->platform == PLATFORM_XBOX)
|
||||
return xbox::destroyNativeData(object, offset, size);
|
||||
if(geometry->instData->platform == PLATFORM_D3D8)
|
||||
return d3d8::destroyNativeData(object, offset, size);
|
||||
if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
return d3d9::destroyNativeData(object, offset, size);
|
||||
return object;
|
||||
}
|
||||
|
||||
|
@ -289,6 +292,8 @@ readNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s)
|
|||
ps2::readNativeData(stream, len, object, o, s);
|
||||
else if(platform == PLATFORM_XBOX)
|
||||
xbox::readNativeData(stream, len, object, o, s);
|
||||
else if(platform == PLATFORM_D3D8)
|
||||
d3d8::readNativeData(stream, len, object, o, s);
|
||||
else if(platform == PLATFORM_D3D9)
|
||||
d3d9::readNativeData(stream, len, object, o, s);
|
||||
else{
|
||||
|
@ -309,12 +314,14 @@ writeNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s)
|
|||
return;
|
||||
if(geometry->instData->platform == PLATFORM_PS2)
|
||||
ps2::writeNativeData(stream, len, object, o, s);
|
||||
else if(geometry->instData->platform == PLATFORM_XBOX)
|
||||
xbox::writeNativeData(stream, len, object, o, s);
|
||||
else if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
d3d9::writeNativeData(stream, len, object, o, s);
|
||||
else if(geometry->instData->platform == PLATFORM_OGL)
|
||||
gl::writeNativeData(stream, len, object, o, s);
|
||||
else if(geometry->instData->platform == PLATFORM_XBOX)
|
||||
xbox::writeNativeData(stream, len, object, o, s);
|
||||
else if(geometry->instData->platform == PLATFORM_D3D8)
|
||||
d3d8::writeNativeData(stream, len, object, o, s);
|
||||
else if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
d3d9::writeNativeData(stream, len, object, o, s);
|
||||
}
|
||||
|
||||
static int32
|
||||
|
@ -325,12 +332,14 @@ getSizeNativeData(void *object, int32 offset, int32 size)
|
|||
return -1;
|
||||
if(geometry->instData->platform == PLATFORM_PS2)
|
||||
return ps2::getSizeNativeData(object, offset, size);
|
||||
else if(geometry->instData->platform == PLATFORM_XBOX)
|
||||
return xbox::getSizeNativeData(object, offset, size);
|
||||
else if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
return d3d9::getSizeNativeData(object, offset, size);
|
||||
else if(geometry->instData->platform == PLATFORM_OGL)
|
||||
return gl::getSizeNativeData(object, offset, size);
|
||||
else if(geometry->instData->platform == PLATFORM_XBOX)
|
||||
return xbox::getSizeNativeData(object, offset, size);
|
||||
else if(geometry->instData->platform == PLATFORM_D3D8)
|
||||
return d3d8::getSizeNativeData(object, offset, size);
|
||||
else if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
return d3d9::getSizeNativeData(object, offset, size);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -511,6 +520,8 @@ getSizeSkin(void *object, int32 offset, int32)
|
|||
return xbox::getSizeNativeSkin(object, offset);
|
||||
if(geometry->instData->platform == PLATFORM_OGL)
|
||||
return gl::getSizeNativeSkin(object, offset);
|
||||
if(geometry->instData->platform == PLATFORM_D3D8)
|
||||
return -1;
|
||||
if(geometry->instData->platform == PLATFORM_D3D9)
|
||||
return -1;
|
||||
assert(0 && "unsupported native skin platform");
|
||||
|
@ -550,6 +561,8 @@ registerSkinPlugin(void)
|
|||
gl::makeSkinPipeline();
|
||||
skinGlobals.pipelines[platformIdx[PLATFORM_XBOX]] =
|
||||
xbox::makeSkinPipeline();
|
||||
skinGlobals.pipelines[platformIdx[PLATFORM_D3D8]] =
|
||||
d3d8::makeSkinPipeline();
|
||||
skinGlobals.pipelines[platformIdx[PLATFORM_D3D9]] =
|
||||
d3d9::makeSkinPipeline();
|
||||
|
||||
|
@ -963,6 +976,8 @@ registerMatFXPlugin(void)
|
|||
gl::makeMatFXPipeline();
|
||||
matFXGlobals.pipelines[platformIdx[PLATFORM_XBOX]] =
|
||||
xbox::makeMatFXPipeline();
|
||||
matFXGlobals.pipelines[platformIdx[PLATFORM_D3D8]] =
|
||||
d3d8::makeMatFXPipeline();
|
||||
matFXGlobals.pipelines[platformIdx[PLATFORM_D3D9]] =
|
||||
d3d9::makeMatFXPipeline();
|
||||
|
||||
|
|
|
@ -0,0 +1,70 @@
|
|||
#ifdef RW_D3D9
|
||||
#include <d3d9.h>
|
||||
#endif
|
||||
|
||||
namespace rw {
|
||||
namespace d3d {
|
||||
|
||||
#ifdef RW_D3D9
|
||||
extern IDirect3DDevice9 *device;
|
||||
#else
|
||||
enum {
|
||||
D3DLOCK_NOSYSLOCK = 0, // ignored
|
||||
D3DPOOL_MANAGED = 0, // ignored
|
||||
D3DPT_TRIANGLELIST = 4,
|
||||
D3DPT_TRIANGLESTRIP = 5,
|
||||
|
||||
|
||||
D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
|
||||
D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
|
||||
D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
|
||||
D3DDECLTYPE_FLOAT4 = 3, // 4D float
|
||||
D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
|
||||
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
|
||||
D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
|
||||
D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
|
||||
D3DDECLTYPE_SHORT4 = 7, // 4D signed short
|
||||
|
||||
D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
|
||||
D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
|
||||
D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
|
||||
D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
|
||||
D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
|
||||
D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
|
||||
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)
|
||||
D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
|
||||
D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
|
||||
D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
|
||||
|
||||
|
||||
D3DDECLMETHOD_DEFAULT = 0,
|
||||
|
||||
|
||||
D3DDECLUSAGE_POSITION = 0,
|
||||
D3DDECLUSAGE_BLENDWEIGHT, // 1
|
||||
D3DDECLUSAGE_BLENDINDICES, // 2
|
||||
D3DDECLUSAGE_NORMAL, // 3
|
||||
D3DDECLUSAGE_PSIZE, // 4
|
||||
D3DDECLUSAGE_TEXCOORD, // 5
|
||||
D3DDECLUSAGE_TANGENT, // 6
|
||||
D3DDECLUSAGE_BINORMAL, // 7
|
||||
D3DDECLUSAGE_TESSFACTOR, // 8
|
||||
D3DDECLUSAGE_POSITIONT, // 9
|
||||
D3DDECLUSAGE_COLOR, // 10
|
||||
D3DDECLUSAGE_FOG, // 11
|
||||
D3DDECLUSAGE_DEPTH, // 12
|
||||
D3DDECLUSAGE_SAMPLE, // 13
|
||||
};
|
||||
#endif
|
||||
|
||||
extern int vertFormatMap[];
|
||||
|
||||
void *createIndexBuffer(uint32 length);
|
||||
uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags);
|
||||
void unlockIndices(void *indexBuffer);
|
||||
void *createVertexBuffer(uint32 length, uint32 fvf, int32 pool);
|
||||
uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags);
|
||||
void unlockVertices(void *vertexBuffer);
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,56 @@
|
|||
namespace rw {
|
||||
namespace d3d8 {
|
||||
|
||||
struct InstanceData
|
||||
{
|
||||
uint32 minVert;
|
||||
int32 stride;
|
||||
int32 numVertices;
|
||||
int32 numIndices;
|
||||
Material *material;
|
||||
uint32 vertexShader;
|
||||
uint32 primType;
|
||||
void *indexBuffer;
|
||||
void *vertexBuffer;
|
||||
uint32 baseIndex;
|
||||
uint8 vertexAlpha;
|
||||
uint8 managed;
|
||||
uint8 remapped;
|
||||
};
|
||||
|
||||
struct InstanceDataHeader : rw::InstanceDataHeader
|
||||
{
|
||||
uint16 serialNumber;
|
||||
uint16 numMeshes;
|
||||
|
||||
InstanceData *inst;
|
||||
};
|
||||
|
||||
uint32 makeFVFDeclaration(uint32 flags, int32 numTex);
|
||||
int32 getStride(uint32 flags, int32 numTex);
|
||||
|
||||
void *destroyNativeData(void *object, int32, int32);
|
||||
void readNativeData(Stream *stream, int32 len, void *object, int32, int32);
|
||||
void writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
|
||||
int32 getSizeNativeData(void *object, int32, int32);
|
||||
void registerNativeDataPlugin(void);
|
||||
|
||||
class ObjPipeline : public rw::ObjPipeline
|
||||
{
|
||||
public:
|
||||
void (*instanceCB)(Geometry *geo, InstanceData *header);
|
||||
void (*uninstanceCB)(Geometry *geo, InstanceData *header);
|
||||
|
||||
ObjPipeline(uint32 platform);
|
||||
virtual void instance(Atomic *atomic);
|
||||
virtual void uninstance(Atomic *atomic);
|
||||
};
|
||||
|
||||
ObjPipeline *makeDefaultPipeline(void);
|
||||
|
||||
ObjPipeline *makeSkinPipeline(void);
|
||||
|
||||
ObjPipeline *makeMatFXPipeline(void);
|
||||
|
||||
}
|
||||
}
|
16
src/rwd3d9.h
16
src/rwd3d9.h
|
@ -1,7 +1,3 @@
|
|||
#ifdef RW_D3D9
|
||||
#include <d3d9.h>
|
||||
#endif
|
||||
|
||||
namespace rw {
|
||||
namespace d3d9 {
|
||||
|
||||
|
@ -53,20 +49,8 @@ struct InstanceDataHeader : rw::InstanceDataHeader
|
|||
InstanceData *inst;
|
||||
};
|
||||
|
||||
#ifdef RW_D3D9
|
||||
extern IDirect3DDevice9 *device;
|
||||
#endif
|
||||
|
||||
extern int vertFormatMap[];
|
||||
|
||||
uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags);
|
||||
void unlockIndices(void *indexBuffer);
|
||||
uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags);
|
||||
void unlockVertices(void *vertexBuffer);
|
||||
void *createVertexDeclaration(VertexElement *elements);
|
||||
uint32 getDeclaration(void *declaration, VertexElement *elements);
|
||||
void *createIndexBuffer(uint32 length);
|
||||
void *createVertexBuffer(uint32 length, int32 pool);
|
||||
|
||||
void *destroyNativeData(void *object, int32, int32);
|
||||
void readNativeData(Stream *stream, int32 len, void *object, int32, int32);
|
||||
|
|
|
@ -30,7 +30,7 @@ public:
|
|||
virtual void render(Atomic *atomic);
|
||||
};
|
||||
|
||||
void findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, uint32 *numVertices);
|
||||
void findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, int32 *numVertices);
|
||||
|
||||
// everything xbox, d3d8 and d3d9 may want to use
|
||||
enum {
|
||||
|
@ -46,9 +46,6 @@ enum {
|
|||
VERT_COMPNORM
|
||||
};
|
||||
|
||||
#define COLOR_ARGB(a,r,g,b) \
|
||||
((uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
|
||||
|
||||
void instV3d(int type, uint8 *dst, float *src, uint32 numVertices, uint32 stride);
|
||||
void instV2d(int type, uint8 *dst, float *src, uint32 numVertices, uint32 stride);
|
||||
bool32 instColor(int type, uint8 *dst, uint8 *src, uint32 numVertices, uint32 stride);
|
||||
|
|
|
@ -180,7 +180,7 @@ ObjPipeline::instance(Atomic *atomic)
|
|||
uint8 *indexbuf = (uint8*)header->data + ((0x18 + 0x24 + header->numMeshes*0x18 + 0xF)&~0xF);
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
|
||||
&inst->minVert, (uint32*)&inst->numVertices);
|
||||
&inst->minVert, &inst->numVertices);
|
||||
inst->numIndices = mesh->numIndices;
|
||||
inst->indexBuffer = indexbuf;
|
||||
memcpy(inst->indexBuffer, mesh->indices, inst->numIndices*sizeof(uint16));
|
||||
|
|
|
@ -12,7 +12,8 @@ IDirect3DDevice9 *Device = 0;
|
|||
Camera *camera;
|
||||
|
||||
namespace rw {
|
||||
namespace d3d9 {
|
||||
|
||||
namespace d3d {
|
||||
|
||||
int32 nativeRasterOffset;
|
||||
|
||||
|
@ -127,6 +128,11 @@ setMaterial(Material *mat)
|
|||
Device->SetMaterial(&mat9);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace d3d9 {
|
||||
using namespace d3d;
|
||||
|
||||
void
|
||||
drawAtomic(Atomic *atomic)
|
||||
{
|
||||
|
@ -156,13 +162,51 @@ drawAtomic(Atomic *atomic)
|
|||
if(geo->geoflags & Geometry::PRELIT)
|
||||
Device->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
|
||||
Device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
|
||||
0/*inst->minVert*/, inst->numVertices,
|
||||
0, inst->numVertices,
|
||||
inst->startIndex, inst->numPrimitives);
|
||||
inst++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace d3d8 {
|
||||
using namespace d3d;
|
||||
|
||||
void
|
||||
drawAtomic(Atomic *atomic)
|
||||
{
|
||||
Geometry *geo = atomic->geometry;
|
||||
if((geo->geoflags & Geometry::NATIVE) == 0)
|
||||
return;
|
||||
InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
|
||||
|
||||
atomic->frame->updateLTM();
|
||||
Device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)atomic->frame->ltm);
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
if(inst->material->texture)
|
||||
setTexture(inst->material->texture);
|
||||
else
|
||||
Device->SetTexture(0, NULL);
|
||||
setMaterial(inst->material);
|
||||
Device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
|
||||
Device->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||
Device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||
if(geo->geoflags & Geometry::PRELIT)
|
||||
Device->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
|
||||
|
||||
Device->SetFVF(inst->vertexShader);
|
||||
Device->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride);
|
||||
Device->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer);
|
||||
uint32 numPrim = inst->primType == D3DPT_TRIANGLESTRIP ? inst->numIndices-2 : inst->numIndices/3;
|
||||
Device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex,
|
||||
0, inst->numVertices, 0, numPrim);
|
||||
inst++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
rw::Clump *clump;
|
||||
|
@ -189,15 +233,16 @@ initrw(void)
|
|||
rw::registerNativeDataPlugin();
|
||||
rw::registerMeshPlugin();
|
||||
rw::Atomic::init();
|
||||
rw::d3d9::registerNativeRaster();
|
||||
rw::d3d::registerNativeRaster();
|
||||
|
||||
rw::d3d9::device = Device;
|
||||
rw::platform = rw::PLATFORM_D3D8;
|
||||
rw::d3d::device = Device;
|
||||
|
||||
char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff";
|
||||
// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff";
|
||||
// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\player.dff";
|
||||
// char *filename = "C:\\gtasa\\test\\hanger.dff";
|
||||
// char *filename = "C:\\Users\\aap\\Desktop\\tmp\\out.dff";
|
||||
// char *filename = "out.dff";
|
||||
char *filename = "out2.dff";
|
||||
rw::StreamFile in;
|
||||
if(in.open(filename, "rb") == NULL){
|
||||
MessageBox(0, "couldn't open file\n", 0, 0);
|
||||
|
@ -284,7 +329,10 @@ Display(float timeDelta)
|
|||
gta::nodeNameOffset);
|
||||
if(strstr(name, "_dam") || strstr(name, "_vlo"))
|
||||
continue;
|
||||
if(rw::platform == rw::PLATFORM_D3D9)
|
||||
rw::d3d9::drawAtomic(clump->atomicList[i]);
|
||||
else if(rw::platform == rw::PLATFORM_D3D8)
|
||||
rw::d3d8::drawAtomic(clump->atomicList[i]);
|
||||
}
|
||||
|
||||
Device->EndScene();
|
||||
|
|
Loading…
Reference in New Issue