forgot files :(

This commit is contained in:
aap 2016-02-16 16:27:18 +01:00
parent 4a3cf2a602
commit 37ec9e041a
3 changed files with 170 additions and 0 deletions

53
src/d3d8render.cpp Normal file
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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "rwbase.h"
#include "rwplugin.h"
#include "rwpipeline.h"
#include "rwobjects.h"
#include "rwd3d.h"
#include "rwd3d8.h"
namespace rw {
namespace d3d8 {
using namespace d3d;
#ifndef RW_D3D9
void defaultRenderCB(Atomic*, InstanceDataHeader*) {}
#else
void
defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
Geometry *geo = atomic->geometry;
Frame *f = atomic->getFrame();
device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)f->getLTM());
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++;
}
}
#endif
}
}

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src/d3d9render.cpp Normal file
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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "rwbase.h"
#include "rwplugin.h"
#include "rwpipeline.h"
#include "rwobjects.h"
#include "rwd3d.h"
#include "rwd3d9.h"
namespace rw {
namespace d3d9 {
using namespace d3d;
#ifndef RW_D3D9
void defaultRenderCB(Atomic*, InstanceDataHeader*) {}
#else
void
defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
Geometry *geo = atomic->geometry;
Frame *f = atomic->getFrame();
device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)f->getLTM());
device->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
device->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
device->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
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->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
0, inst->numVertices,
inst->startIndex, inst->numPrimitives);
inst++;
}
}
#endif
}
}

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src/d3ddriver.cpp Normal file
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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "rwbase.h"
#include "rwplugin.h"
#include "rwpipeline.h"
#include "rwobjects.h"
#include "rwd3d.h"
namespace rw {
namespace d3d {
#ifdef RW_D3D9
void
setTexture(Texture *tex)
{
static DWORD filternomip[] = {
0, D3DTEXF_POINT, D3DTEXF_LINEAR,
D3DTEXF_POINT, D3DTEXF_LINEAR,
D3DTEXF_POINT, D3DTEXF_LINEAR
};
static DWORD wrap[] = {
0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR,
D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER
};
D3dRaster *raster = PLUGINOFFSET(D3dRaster, tex->raster, nativeRasterOffset);
if(tex->raster && raster->texture){
device->SetTexture(0, (IDirect3DTexture9*)raster->texture);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, filternomip[tex->filterAddressing & 0xFF]);
device->SetSamplerState(0, D3DSAMP_MINFILTER, filternomip[tex->filterAddressing & 0xFF]);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap[(tex->filterAddressing >> 8) & 0xF]);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap[(tex->filterAddressing >> 12) & 0xF]);
}else
device->SetTexture(0, NULL);
}
void
setMaterial(Material *mat)
{
D3DMATERIAL9 mat9;
D3DCOLORVALUE black = { 0, 0, 0, 0 };
float ambmult = mat->surfaceProps.ambient/255.0f;
float diffmult = mat->surfaceProps.diffuse/255.0f;
mat9.Ambient.r = mat->color.red*ambmult;
mat9.Ambient.g = mat->color.green*ambmult;
mat9.Ambient.b = mat->color.blue*ambmult;
mat9.Ambient.a = mat->color.alpha*ambmult;
mat9.Diffuse.r = mat->color.red*diffmult;
mat9.Diffuse.g = mat->color.green*diffmult;
mat9.Diffuse.b = mat->color.blue*diffmult;
mat9.Diffuse.a = mat->color.alpha*diffmult;
mat9.Power = 0.0f;
mat9.Emissive = black;
mat9.Specular = black;
device->SetMaterial(&mat9);
}
#endif
}
}