worked on engine and d3ddriver

This commit is contained in:
aap
2017-08-09 10:57:32 +02:00
parent 4653f7e81e
commit 70739e354e
36 changed files with 869 additions and 221 deletions

View File

@@ -15,9 +15,7 @@ namespace d3d {
bool32 isP8supported = 1;
#ifdef RW_D3D9
IDirect3DDevice9 *device = nil;
#else
#ifndef RW_D3D9
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
((uint32)(uint8)(ch0) | ((uint32)(uint8)(ch1) << 8) | \
((uint32)(uint8)(ch2) << 16) | ((uint32)(uint8)(ch3) << 24 ))
@@ -186,7 +184,7 @@ createIndexBuffer(uint32 length)
{
#ifdef RW_D3D9
IDirect3DIndexBuffer9 *ibuf;
device->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ibuf, 0);
d3ddevice->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ibuf, 0);
return ibuf;
#else
return new uint8[length];
@@ -227,7 +225,7 @@ createVertexBuffer(uint32 length, uint32 fvf, int32 pool)
{
#ifdef RW_D3D9
IDirect3DVertexBuffer9 *vbuf;
device->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, fvf, (D3DPOOL)pool, &vbuf, 0);
d3ddevice->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, fvf, (D3DPOOL)pool, &vbuf, 0);
return vbuf;
#else
(void)fvf;
@@ -270,7 +268,7 @@ createTexture(int32 width, int32 height, int32 numlevels, uint32 format)
{
#ifdef RW_D3D9
IDirect3DTexture9 *tex;
device->CreateTexture(width, height, numlevels, 0,
d3ddevice->CreateTexture(width, height, numlevels, 0,
(D3DFORMAT)format, D3DPOOL_MANAGED, &tex, nil);
return tex;
#else

View File

@@ -23,15 +23,15 @@ using namespace d3d;
void*
driverOpen(void *o, int32, int32)
{
driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline();
engine->driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_D3D8]->rasterCreate = rasterCreate;
driver[PLATFORM_D3D8]->rasterLock = rasterLock;
driver[PLATFORM_D3D8]->rasterUnlock = rasterUnlock;
driver[PLATFORM_D3D8]->rasterNumLevels = rasterNumLevels;
driver[PLATFORM_D3D8]->rasterFromImage = rasterFromImage;
driver[PLATFORM_D3D8]->rasterToImage = rasterToImage;
engine->driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset;
engine->driver[PLATFORM_D3D8]->rasterCreate = rasterCreate;
engine->driver[PLATFORM_D3D8]->rasterLock = rasterLock;
engine->driver[PLATFORM_D3D8]->rasterUnlock = rasterUnlock;
engine->driver[PLATFORM_D3D8]->rasterNumLevels = rasterNumLevels;
engine->driver[PLATFORM_D3D8]->rasterFromImage = rasterFromImage;
engine->driver[PLATFORM_D3D8]->rasterToImage = rasterToImage;
return o;
}
@@ -102,7 +102,7 @@ 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"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();
@@ -359,26 +359,26 @@ defaultInstanceCB(Geometry *geo, InstanceData *inst)
uint8 *dst = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
instV3d(VERT_FLOAT3, dst,
&geo->morphTargets[0].vertices[3*inst->minVert],
&geo->morphTargets[0].vertices[inst->minVert],
inst->numVertices, inst->stride);
dst += 12;
if(geo->flags & Geometry::NORMALS){
instV3d(VERT_FLOAT3, dst,
&geo->morphTargets[0].normals[3*inst->minVert],
&geo->morphTargets[0].normals[inst->minVert],
inst->numVertices, inst->stride);
dst += 12;
}
inst->vertexAlpha = 0;
if(geo->flags & Geometry::PRELIT){
inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[4*inst->minVert],
inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[inst->minVert],
inst->numVertices, inst->stride);
dst += 4;
}
for(int32 i = 0; i < geo->numTexCoordSets; i++){
instTexCoords(VERT_FLOAT2, dst, &geo->texCoords[i][2*inst->minVert],
instTexCoords(VERT_FLOAT2, dst, &geo->texCoords[i][inst->minVert],
inst->numVertices, inst->stride);
dst += 8;
}
@@ -390,26 +390,26 @@ defaultUninstanceCB(Geometry *geo, InstanceData *inst)
{
uint8 *src = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
uninstV3d(VERT_FLOAT3,
&geo->morphTargets[0].vertices[3*inst->minVert],
&geo->morphTargets[0].vertices[inst->minVert],
src, inst->numVertices, inst->stride);
src += 12;
if(geo->flags & Geometry::NORMALS){
uninstV3d(VERT_FLOAT3,
&geo->morphTargets[0].normals[3*inst->minVert],
&geo->morphTargets[0].normals[inst->minVert],
src, inst->numVertices, inst->stride);
src += 12;
}
inst->vertexAlpha = 0;
if(geo->flags & Geometry::PRELIT){
uninstColor(VERT_ARGB, &geo->colors[4*inst->minVert], src,
uninstColor(VERT_ARGB, &geo->colors[inst->minVert], src,
inst->numVertices, inst->stride);
src += 4;
}
for(int32 i = 0; i < geo->numTexCoordSets; i++){
uninstTexCoords(VERT_FLOAT2, &geo->texCoords[i][2*inst->minVert], src,
uninstTexCoords(VERT_FLOAT2, &geo->texCoords[i][inst->minVert], src,
inst->numVertices, inst->stride);
src += 8;
}
@@ -481,7 +481,7 @@ readNativeTexture(Stream *stream)
{
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();

View File

@@ -7,6 +7,7 @@
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
#include "rwd3d8.h"
@@ -23,28 +24,31 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
RawMatrix world;
d3d::lightingCB();
Geometry *geo = atomic->geometry;
d3d::setRenderState(D3DRS_LIGHTING, !!(geo->flags & rw::Geometry::LIGHT));
Frame *f = atomic->getFrame();
convMatrix(&world, f->getLTM());
device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
d3d::setTexture(0, inst->material->texture);
d3d::setMaterial(inst->material);
d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
if(geo->flags & Geometry::PRELIT)
d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
device->SetFVF(inst->vertexShader);
device->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride);
device->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer);
d3ddevice->SetFVF(inst->vertexShader);
d3ddevice->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride);
d3ddevice->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer);
uint32 numPrim = inst->primType == D3DPT_TRIANGLESTRIP ? inst->numIndices-2 : inst->numIndices/3;
d3d::flushCache();
device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex,
0, inst->numVertices, 0, numPrim);
d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex,
0, inst->numVertices, 0, numPrim);
inst++;
}
}

View File

@@ -31,15 +31,15 @@ static VertexElement _d3ddec_end = {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0};
void*
driverOpen(void *o, int32, int32)
{
driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
engine->driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_D3D9]->rasterCreate = rasterCreate;
driver[PLATFORM_D3D9]->rasterLock = rasterLock;
driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock;
driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels;
driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage;
driver[PLATFORM_D3D9]->rasterToImage = rasterToImage;
engine->driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
engine->driver[PLATFORM_D3D9]->rasterCreate = rasterCreate;
engine->driver[PLATFORM_D3D9]->rasterLock = rasterLock;
engine->driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock;
engine->driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels;
engine->driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage;
engine->driver[PLATFORM_D3D9]->rasterToImage = rasterToImage;
return o;
}
@@ -64,7 +64,7 @@ createVertexDeclaration(VertexElement *elements)
{
#ifdef RW_D3D9
IDirect3DVertexDeclaration9 *decl = 0;
device->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl);
d3ddevice->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl);
return decl;
#else
int n = 0;
@@ -122,7 +122,7 @@ 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"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();
@@ -592,7 +592,7 @@ readNativeTexture(Stream *stream)
{
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();

View File

@@ -7,6 +7,7 @@
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
#include "rwd3d9.h"
@@ -23,29 +24,32 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
RawMatrix world;
d3d::lightingCB();
Geometry *geo = atomic->geometry;
d3d::setRenderState(D3DRS_LIGHTING, !!(geo->flags & rw::Geometry::LIGHT));
Frame *f = atomic->getFrame();
convMatrix(&world, f->getLTM());
device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
device->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
device->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
device->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
d3ddevice->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
d3ddevice->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
d3ddevice->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
d3d::setTexture(0, inst->material->texture);
d3d::setMaterial(inst->material);
d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
if(geo->flags & Geometry::PRELIT)
d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
d3d::flushCache();
device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
0, inst->numVertices,
inst->startIndex, inst->numPrimitives);
d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
0, inst->numVertices,
inst->startIndex, inst->numPrimitives);
inst++;
}
}

View File

@@ -5,16 +5,31 @@
#include "../rwbase.h"
#include "../rwplg.h"
#include "../rwerror.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
#define PLUGIN_ID 0
namespace rw {
namespace d3d {
#ifdef RW_D3D9
// cached RW render states
static bool32 vertexAlpha;
static bool32 textureAlpha;
static uint32 srcblend, destblend;
static uint32 zwrite;
static uint32 ztest;
static uint32 fogenable;
static RGBA fogcolor;
static uint32 alphafunc;
static uint32 alpharef;
#define MAXNUMSTATES D3DRS_BLENDOPALPHA
#define MAXNUMSTAGES 8
#define MAXNUMTEXSTATES D3DTSS_CONSTANT
@@ -41,10 +56,13 @@ static uint32 d3dTextureStageStates[MAXNUMSTATES][MAXNUMSTAGES];
static uint32 d3dSamplerStates[MAXNUMSAMPLERSTATES][MAXNUMSTAGES];
// TODO: not only rasters, make a struct
static Raster *d3dRaster[MAXNUMSTAGES];
static D3DMATERIAL9 d3dmaterial;
// D3D render state
void
setRenderState(uint32 state, uint32 value)
{
@@ -81,7 +99,7 @@ flushCache(void)
v = stateCache[s].value;
stateCache[s].dirty = 0;
if(d3dStates[s] != v){
device->SetRenderState((D3DRENDERSTATETYPE)s, v);
d3ddevice->SetRenderState((D3DRENDERSTATETYPE)s, v);
d3dStates[s] = v;
}
}
@@ -92,7 +110,7 @@ flushCache(void)
v = textureStageStateCache[t][s].value;
textureStageStateCache[t][s].dirty = 0;
if(d3dTextureStageStates[t][s] != v){
device->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, v);
d3ddevice->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, v);
d3dTextureStageStates[t][s] = v;
}
}
@@ -103,22 +121,154 @@ void
setSamplerState(uint32 stage, uint32 type, uint32 value)
{
if(d3dSamplerStates[type][stage] != value){
device->SetSamplerState(stage, (D3DSAMPLERSTATETYPE)type, value);
d3ddevice->SetSamplerState(stage, (D3DSAMPLERSTATETYPE)type, value);
d3dSamplerStates[type][stage] = value;
}
}
// RW render state
static void
setVertexAlpha(bool32 enable)
{
if(vertexAlpha != enable){
if(!textureAlpha){
setRenderState(D3DRS_ALPHABLENDENABLE, enable);
setRenderState(D3DRS_ALPHATESTENABLE, enable);
}
vertexAlpha = enable;
}
}
static uint32 blendMap[] = {
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHASAT
};
uint32 alphafuncMap[] = {
D3DCMP_ALWAYS,
D3DCMP_GREATEREQUAL,
D3DCMP_LESS
};
static void
setRwRenderState(int32 state, uint32 value)
{
uint32 bval = value ? TRUE : FALSE;
switch(state){
case VERTEXALPHA:
setVertexAlpha(bval);
break;
case SRCBLEND:
if(srcblend != value){
srcblend = value;
setRenderState(D3DRS_SRCBLEND, blendMap[value]);
}
break;
case DESTBLEND:
if(destblend != value){
destblend = value;
setRenderState(D3DRS_DESTBLEND, blendMap[value]);
}
break;
case ZTESTENABLE:
if(ztest != bval){
ztest = bval;
setRenderState(D3DRS_ZENABLE, ztest);
}
break;
case ZWRITEENABLE:
if(zwrite != bval){
zwrite = bval;
setRenderState(D3DRS_ZWRITEENABLE, zwrite);
}
break;
case FOGENABLE:
if(fogenable != bval){
fogenable = bval;
setRenderState(D3DRS_FOGENABLE, fogenable);
};
break;
case FOGCOLOR:{
RGBA c = *(RGBA*)&value;
if(!equal(fogcolor, c)){
fogcolor = c;
setRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(c.red, c.green, c.blue, c.alpha));
}} break;
case ALPHATESTFUNC:
if(alphafunc != value){
alphafunc = value;
setRenderState(D3DRS_ALPHAFUNC, alphafuncMap[alphafunc]);
}
break;
case ALPHATESTREF:
if(alpharef != value){
alpharef = value;
setRenderState(D3DRS_ALPHAREF, alpharef);
}
break;
}
}
static uint32
getRwRenderState(int32 state)
{
switch(state){
case VERTEXALPHA:
return vertexAlpha;
case SRCBLEND:
return srcblend;
case DESTBLEND:
return destblend;
case ZTESTENABLE:
return ztest;
case ZWRITEENABLE:
return zwrite;
case FOGENABLE:
return fogenable;
case FOGCOLOR:
return *(uint32*)&fogcolor;
case ALPHATESTFUNC:
return alphafunc;
case ALPHATESTREF:
return alpharef;
}
return 0;
}
void
setRasterStage(uint32 stage, Raster *raster)
{
bool32 alpha;
D3dRaster *d3draster = nil;
if(raster != d3dRaster[stage]){
d3dRaster[stage] = raster;
if(raster){
d3draster = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
device->SetTexture(stage, (IDirect3DTexture9*)d3draster->texture);
}else
device->SetTexture(stage, nil);
d3ddevice->SetTexture(stage, (IDirect3DTexture9*)d3draster->texture);
alpha = d3draster->hasAlpha;
}else{
d3ddevice->SetTexture(stage, nil);
alpha = 0;
}
if(stage == 0){
if(textureAlpha != alpha){
textureAlpha = alpha;
if(!vertexAlpha){
setRenderState(D3DRS_ALPHABLENDENABLE, alpha);
setRenderState(D3DRS_ALPHATESTENABLE, alpha);
}
}
}
}
}
@@ -173,19 +323,19 @@ setMaterial(Material *mat)
d3dmaterial.Ambient.g != mat9.Ambient.g ||
d3dmaterial.Ambient.b != mat9.Ambient.b ||
d3dmaterial.Ambient.a != mat9.Ambient.a){
device->SetMaterial(&mat9);
d3ddevice->SetMaterial(&mat9);
d3dmaterial = mat9;
}
}
void
static void
beginUpdate(Camera *cam)
{
float view[16], proj[16];
// View Matrix
Matrix inv;
Matrix::invertOrthonormal(&inv, cam->getFrame()->getLTM());
Matrix::invert(&inv, cam->getFrame()->getLTM());
// Since we're looking into positive Z,
// flip X to ge a left handed view space.
view[0] = -inv.right.x;
@@ -204,7 +354,7 @@ beginUpdate(Camera *cam)
view[13] = inv.pos.y;
view[14] = inv.pos.z;
view[15] = 1.0f;
device->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
// Projection Matrix
float32 invwx = 1.0f/cam->viewWindow.x;
@@ -237,15 +387,176 @@ beginUpdate(Camera *cam)
proj[15] = 1.0f;
}
proj[14] = -cam->nearPlane*proj[10];
device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
d3ddevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
// TODO: figure out where this is really done
setRenderState(D3DRS_FOGSTART, *(uint32*)&cam->fogPlane);
setRenderState(D3DRS_FOGEND, *(uint32*)&cam->farPlane);
// TODO: figure out when to call this
d3ddevice->BeginScene();
}
void
initializeRender(void)
static void
endUpdate(Camera *cam)
{
engine->beginUpdate = beginUpdate;
// TODO: figure out when to call this
d3ddevice->EndScene();
}
static void
clearCamera(Camera *cam, RGBA *col, uint32 mode)
{
int flags = 0;
if(mode & Camera::CLEARIMAGE)
mode |= D3DCLEAR_TARGET;
if(mode & Camera::CLEARZ)
mode |= D3DCLEAR_ZBUFFER;
D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha);
d3ddevice->Clear(0, 0, mode, c, 1.0f, 0);
}
static void
showRaster(Raster *raster)
{
// TODO: do this properly!
d3ddevice->Present(nil, nil, 0, nil);
}
// taken from Frank Luna's d3d9 book
static int
startD3D(EngineStartParams *params)
{
HWND win = params->window;
bool windowed = true;
HRESULT hr = 0;
IDirect3D9 *d3d9 = 0;
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if(!d3d9){
RWERROR((ERR_GENERAL, "Direct3DCreate9() failed"));
return 0;
}
D3DCAPS9 caps;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
int vp = 0;
if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
RECT rect;
GetClientRect(win, &rect);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
D3DPRESENT_PARAMETERS d3dpp;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight = height;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = win;
d3dpp.Windowed = windowed;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
IDirect3DDevice9 *dev;
hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, win,
vp, &d3dpp, &dev);
if(FAILED(hr)){
// try again using a 16-bit depth buffer
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
win, vp, &d3dpp, &dev);
if(FAILED(hr)){
RWERROR((ERR_GENERAL, "CreateDevice() failed"));
d3d9->Release();
return 0;
}
}
d3d9->Release();
d3d::d3ddevice = dev;
return 1;
}
static int
stopD3D(void)
{
d3d::d3ddevice->Release();
d3d::d3ddevice = nil;
return 1;
}
static int
initD3D(void)
{
// TODO: do some real stuff here
d3ddevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
alphafunc = ALPHAGREATEREQUAL;
d3ddevice->SetRenderState(D3DRS_ALPHAREF, 10);
alpharef = 10;
d3ddevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
fogenable = 0;
d3ddevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
// TODO: more fog stuff
d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
srcblend = BLENDSRCALPHA;
d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
destblend = BLENDINVSRCALPHA;
d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 0);
vertexAlpha = 0;
textureAlpha = 0;
setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
// setTextureStageState(0, D3DTSS_CONSTANT, 0xFFFFFFFF);
// setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
// setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
// setTextureStageState(0, D3DTSS_COLOROP, D3DTA_CONSTANT);
return 1;
}
static int
deviceSystem(DeviceReq req, void *arg0)
{
switch(req){
case DEVICESTART:
return startD3D((EngineStartParams*)arg0);
case DEVICEINIT:
return initD3D();
case DEVICESTOP:
return stopD3D();
}
return 1;
}
Device renderdevice = {
0.0f, 1.0f,
d3d::beginUpdate,
d3d::endUpdate,
d3d::clearCamera,
d3d::showRaster,
d3d::setRwRenderState,
d3d::getRwRenderState,
null::im2DRenderIndexedPrimitive,
d3d::deviceSystem,
};
#endif
}
}

70
src/d3d/d3drender.cpp Normal file
View File

@@ -0,0 +1,70 @@
#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"
namespace rw {
namespace d3d {
#ifdef RW_D3D9
IDirect3DDevice9 *d3ddevice = nil;
#define MAX_LIGHTS 8
void
lightingCB(void)
{
World *world;
RGBAf ambLight = { 0.0, 0.0, 0.0, 1.0 };
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;
int n = 0;
world = (World*)engine->currentWorld;
// only unpositioned lights right now
FORLIST(lnk, world->directionalLights){
Light *l = Light::fromWorld(lnk);
if(l->getType() == Light::DIRECTIONAL){
if(n >= MAX_LIGHTS)
continue;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
}else if(l->getType() == Light::AMBIENT){
ambLight.red += l->color.red;
ambLight.green += l->color.green;
ambLight.blue += l->color.blue;
}
}
for(; n < MAX_LIGHTS; n++)
d3ddevice->LightEnable(n, FALSE);
convColor(&amb, &ambLight);
d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha));
}
#endif
}
}

View File

@@ -4,14 +4,23 @@
#endif
namespace rw {
namespace d3d {
void initializeRender(void);
#ifdef RW_D3D9
struct EngineStartParams
{
HWND window;
};
#endif
namespace d3d {
extern bool32 isP8supported;
#ifdef RW_D3D9
extern IDirect3DDevice9 *device;
extern IDirect3DDevice9 *d3ddevice;
extern Device renderdevice;
void lightingCB(void);
#else
enum {
D3DLOCK_NOSYSLOCK = 0, // ignored

View File

@@ -21,13 +21,13 @@ namespace xbox {
void*
driverOpen(void *o, int32, int32)
{
driver[PLATFORM_XBOX]->defaultPipeline = makeDefaultPipeline();
engine->driver[PLATFORM_XBOX]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_XBOX]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_XBOX]->rasterCreate = rasterCreate;
driver[PLATFORM_XBOX]->rasterLock = rasterLock;
driver[PLATFORM_XBOX]->rasterUnlock = rasterUnlock;
driver[PLATFORM_XBOX]->rasterNumLevels = rasterNumLevels;
engine->driver[PLATFORM_XBOX]->rasterNativeOffset = nativeRasterOffset;
engine->driver[PLATFORM_XBOX]->rasterCreate = rasterCreate;
engine->driver[PLATFORM_XBOX]->rasterLock = rasterLock;
engine->driver[PLATFORM_XBOX]->rasterUnlock = rasterUnlock;
engine->driver[PLATFORM_XBOX]->rasterNumLevels = rasterNumLevels;
// TODO: from image
return o;
@@ -71,7 +71,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
uint32 vers;
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, &vers)){
RWERROR((ERR_CHUNK, "STRUCT"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();
@@ -622,7 +622,7 @@ readNativeTexture(Stream *stream)
{
uint32 vers, platform;
if(!findChunk(stream, ID_STRUCT, nil, &vers)){
RWERROR((ERR_CHUNK, "STRUCT"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();

View File

@@ -35,7 +35,7 @@ readNativeSkin(Stream *stream, int32, void *object, int32 offset)
Geometry *geometry = (Geometry*)object;
uint32 vers, platform;
if(!findChunk(stream, ID_STRUCT, nil, &vers)){
RWERROR((ERR_CHUNK, "STRUCT"))
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();