mirror of https://github.com/aap/librw.git
worked on engine and d3ddriver
This commit is contained in:
parent
4653f7e81e
commit
70739e354e
10
premake5.lua
10
premake5.lua
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@ -1,3 +1,6 @@
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GLEWdir = "C:/Users/aap/src/glew-2.1.0"
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GLFW64dir = "C:/Users/aap/src/glfw-3.2.1.bin.WIN64"
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workspace "librw"
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location "build"
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language "C++"
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@ -41,8 +44,13 @@ workspace "librw"
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filter { "platforms:linux*" }
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system "linux"
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filter { "platforms:win*gl3" }
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defines { "GLEW_STATIC" }
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includedirs { path.join(GLEWdir, "include") }
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includedirs { path.join(GLFW64dir, "include") }
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filter "action:vs*"
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buildoptions { "/wd4996" }
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buildoptions { "/wd4996", "/wd4244" }
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filter {}
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@ -10,3 +10,9 @@ ECODE(ERR_VERSION,
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"Unsupported version %X")
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ECODE(ERR_PLATFORM,
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"Unsupported platform %d")
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ECODE(ERR_ENGINEINIT,
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"Engine could not be initialized")
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ECODE(ERR_ENGINEOPEN,
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"Engine could not be opened")
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ECODE(ERR_ENGINESTART,
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"Engine could not be started")
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@ -17,13 +17,13 @@ defaultBeginUpdateCB(Camera *cam)
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{
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engine->currentCamera = cam;
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Frame::syncDirty();
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engine->beginUpdate(cam);
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engine->device.beginUpdate(cam);
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}
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void
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defaultEndUpdateCB(Camera *cam)
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{
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engine->endUpdate(cam);
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engine->device.endUpdate(cam);
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}
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static void
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@ -315,7 +315,14 @@ Camera::destroy(void)
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void
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Camera::clear(RGBA *col, uint32 mode)
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{
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engine->clearCamera(this, col, mode);
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engine->device.clearCamera(this, col, mode);
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}
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void
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Camera::showRaster(void)
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{
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// TODO: camera raster
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engine->device.showRaster(nil);
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}
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void
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@ -323,8 +330,8 @@ calczShiftScale(Camera *cam)
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{
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float32 n = cam->nearPlane;
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float32 f = cam->farPlane;
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float32 N = engine->zNear;
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float32 F = engine->zFar;
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float32 N = engine->device.zNear;
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float32 F = engine->device.zFar;
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// RW does this
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N += (F - N)/10000.0f;
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F -= (F - N)/10000.0f;
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@ -523,7 +523,7 @@ Atomic::getPipeline(void)
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{
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return this->pipeline ?
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this->pipeline :
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driver[platform]->defaultPipeline;
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engine->driver[platform]->defaultPipeline;
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}
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void
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@ -15,9 +15,7 @@ namespace d3d {
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bool32 isP8supported = 1;
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#ifdef RW_D3D9
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IDirect3DDevice9 *device = nil;
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#else
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#ifndef RW_D3D9
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#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
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((uint32)(uint8)(ch0) | ((uint32)(uint8)(ch1) << 8) | \
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((uint32)(uint8)(ch2) << 16) | ((uint32)(uint8)(ch3) << 24 ))
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@ -186,7 +184,7 @@ 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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d3ddevice->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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@ -227,7 +225,7 @@ 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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d3ddevice->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, fvf, (D3DPOOL)pool, &vbuf, 0);
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return vbuf;
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#else
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(void)fvf;
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@ -270,7 +268,7 @@ createTexture(int32 width, int32 height, int32 numlevels, uint32 format)
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{
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#ifdef RW_D3D9
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IDirect3DTexture9 *tex;
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device->CreateTexture(width, height, numlevels, 0,
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d3ddevice->CreateTexture(width, height, numlevels, 0,
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(D3DFORMAT)format, D3DPOOL_MANAGED, &tex, nil);
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return tex;
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#else
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@ -23,15 +23,15 @@ using namespace d3d;
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void*
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driverOpen(void *o, int32, int32)
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{
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driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline();
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engine->driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline();
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driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset;
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driver[PLATFORM_D3D8]->rasterCreate = rasterCreate;
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driver[PLATFORM_D3D8]->rasterLock = rasterLock;
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driver[PLATFORM_D3D8]->rasterUnlock = rasterUnlock;
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driver[PLATFORM_D3D8]->rasterNumLevels = rasterNumLevels;
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driver[PLATFORM_D3D8]->rasterFromImage = rasterFromImage;
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driver[PLATFORM_D3D8]->rasterToImage = rasterToImage;
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engine->driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset;
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engine->driver[PLATFORM_D3D8]->rasterCreate = rasterCreate;
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engine->driver[PLATFORM_D3D8]->rasterLock = rasterLock;
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engine->driver[PLATFORM_D3D8]->rasterUnlock = rasterUnlock;
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engine->driver[PLATFORM_D3D8]->rasterNumLevels = rasterNumLevels;
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engine->driver[PLATFORM_D3D8]->rasterFromImage = rasterFromImage;
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engine->driver[PLATFORM_D3D8]->rasterToImage = rasterToImage;
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return o;
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}
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@ -102,7 +102,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
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Geometry *geometry = (Geometry*)object;
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uint32 platform;
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if(!findChunk(stream, ID_STRUCT, nil, nil)){
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RWERROR((ERR_CHUNK, "STRUCT"))
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RWERROR((ERR_CHUNK, "STRUCT"));
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return nil;
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}
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platform = stream->readU32();
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@ -359,26 +359,26 @@ defaultInstanceCB(Geometry *geo, InstanceData *inst)
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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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&geo->morphTargets[0].vertices[inst->minVert],
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inst->numVertices, inst->stride);
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dst += 12;
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if(geo->flags & 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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&geo->morphTargets[0].normals[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->flags & Geometry::PRELIT){
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inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[4*inst->minVert],
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inst->vertexAlpha = instColor(VERT_ARGB, dst, &geo->colors[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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instTexCoords(VERT_FLOAT2, dst, &geo->texCoords[i][2*inst->minVert],
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instTexCoords(VERT_FLOAT2, dst, &geo->texCoords[i][inst->minVert],
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inst->numVertices, inst->stride);
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dst += 8;
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}
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@ -390,26 +390,26 @@ defaultUninstanceCB(Geometry *geo, InstanceData *inst)
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{
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uint8 *src = lockVertices(inst->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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uninstV3d(VERT_FLOAT3,
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&geo->morphTargets[0].vertices[3*inst->minVert],
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&geo->morphTargets[0].vertices[inst->minVert],
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src, inst->numVertices, inst->stride);
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src += 12;
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if(geo->flags & Geometry::NORMALS){
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uninstV3d(VERT_FLOAT3,
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&geo->morphTargets[0].normals[3*inst->minVert],
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&geo->morphTargets[0].normals[inst->minVert],
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src, inst->numVertices, inst->stride);
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src += 12;
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}
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inst->vertexAlpha = 0;
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if(geo->flags & Geometry::PRELIT){
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uninstColor(VERT_ARGB, &geo->colors[4*inst->minVert], src,
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uninstColor(VERT_ARGB, &geo->colors[inst->minVert], src,
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inst->numVertices, inst->stride);
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src += 4;
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}
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for(int32 i = 0; i < geo->numTexCoordSets; i++){
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uninstTexCoords(VERT_FLOAT2, &geo->texCoords[i][2*inst->minVert], src,
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uninstTexCoords(VERT_FLOAT2, &geo->texCoords[i][inst->minVert], src,
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inst->numVertices, inst->stride);
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src += 8;
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}
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{
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uint32 platform;
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if(!findChunk(stream, ID_STRUCT, nil, nil)){
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RWERROR((ERR_CHUNK, "STRUCT"))
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RWERROR((ERR_CHUNK, "STRUCT"));
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return nil;
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}
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platform = stream->readU32();
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@ -7,6 +7,7 @@
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "rwd3d.h"
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#include "rwd3d8.h"
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@ -23,27 +24,30 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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RawMatrix world;
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d3d::lightingCB();
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Geometry *geo = atomic->geometry;
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d3d::setRenderState(D3DRS_LIGHTING, !!(geo->flags & rw::Geometry::LIGHT));
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Frame *f = atomic->getFrame();
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convMatrix(&world, f->getLTM());
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device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
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d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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d3d::setTexture(0, inst->material->texture);
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d3d::setMaterial(inst->material);
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d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
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d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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if(geo->flags & Geometry::PRELIT)
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d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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device->SetFVF(inst->vertexShader);
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device->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride);
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device->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer);
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d3ddevice->SetFVF(inst->vertexShader);
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d3ddevice->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride);
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d3ddevice->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer);
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uint32 numPrim = inst->primType == D3DPT_TRIANGLESTRIP ? inst->numIndices-2 : inst->numIndices/3;
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d3d::flushCache();
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device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex,
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d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex,
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0, inst->numVertices, 0, numPrim);
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inst++;
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}
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@ -31,15 +31,15 @@ static VertexElement _d3ddec_end = {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0};
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void*
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driverOpen(void *o, int32, int32)
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{
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driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
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engine->driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
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driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
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driver[PLATFORM_D3D9]->rasterCreate = rasterCreate;
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driver[PLATFORM_D3D9]->rasterLock = rasterLock;
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driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock;
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driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels;
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driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage;
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driver[PLATFORM_D3D9]->rasterToImage = rasterToImage;
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engine->driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
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engine->driver[PLATFORM_D3D9]->rasterCreate = rasterCreate;
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engine->driver[PLATFORM_D3D9]->rasterLock = rasterLock;
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engine->driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock;
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engine->driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels;
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engine->driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage;
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engine->driver[PLATFORM_D3D9]->rasterToImage = rasterToImage;
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return o;
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}
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@ -64,7 +64,7 @@ createVertexDeclaration(VertexElement *elements)
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{
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#ifdef RW_D3D9
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IDirect3DVertexDeclaration9 *decl = 0;
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device->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl);
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d3ddevice->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl);
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return decl;
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#else
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int n = 0;
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@ -122,7 +122,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
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Geometry *geometry = (Geometry*)object;
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uint32 platform;
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if(!findChunk(stream, ID_STRUCT, nil, nil)){
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RWERROR((ERR_CHUNK, "STRUCT"))
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RWERROR((ERR_CHUNK, "STRUCT"));
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return nil;
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}
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platform = stream->readU32();
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@ -592,7 +592,7 @@ readNativeTexture(Stream *stream)
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{
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uint32 platform;
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if(!findChunk(stream, ID_STRUCT, nil, nil)){
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RWERROR((ERR_CHUNK, "STRUCT"))
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RWERROR((ERR_CHUNK, "STRUCT"));
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return nil;
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}
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platform = stream->readU32();
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@ -7,6 +7,7 @@
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "rwd3d.h"
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#include "rwd3d9.h"
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@ -23,27 +24,30 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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RawMatrix world;
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d3d::lightingCB();
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Geometry *geo = atomic->geometry;
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d3d::setRenderState(D3DRS_LIGHTING, !!(geo->flags & rw::Geometry::LIGHT));
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Frame *f = atomic->getFrame();
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convMatrix(&world, f->getLTM());
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device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
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d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
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device->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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d3ddevice->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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device->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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device->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
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d3ddevice->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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d3ddevice->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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d3d::setTexture(0, inst->material->texture);
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d3d::setMaterial(inst->material);
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d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
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d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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if(geo->flags & Geometry::PRELIT)
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d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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d3d::flushCache();
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device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
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d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
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0, inst->numVertices,
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inst->startIndex, inst->numPrimitives);
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inst++;
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@ -5,16 +5,31 @@
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#include "../rwbase.h"
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#include "../rwplg.h"
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#include "../rwerror.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "rwd3d.h"
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#define PLUGIN_ID 0
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namespace rw {
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namespace d3d {
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#ifdef RW_D3D9
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// cached RW render states
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static bool32 vertexAlpha;
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static bool32 textureAlpha;
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static uint32 srcblend, destblend;
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static uint32 zwrite;
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static uint32 ztest;
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static uint32 fogenable;
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static RGBA fogcolor;
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static uint32 alphafunc;
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||||
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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
}
|
||||
}
|
|
@ -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
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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();
|
||||
|
|
150
src/engine.cpp
150
src/engine.cpp
|
@ -3,6 +3,7 @@
|
|||
#include <cassert>
|
||||
|
||||
#include "rwbase.h"
|
||||
#include "rwerror.h"
|
||||
#include "rwplg.h"
|
||||
#include "rwpipeline.h"
|
||||
#include "rwobjects.h"
|
||||
|
@ -15,22 +16,55 @@
|
|||
#include "gl/rwgl3.h"
|
||||
#include "gl/rwwdgl.h"
|
||||
|
||||
#define PLUGIN_ID 0
|
||||
|
||||
namespace rw {
|
||||
|
||||
Engine *engine;
|
||||
Driver *driver[NUM_PLATFORMS];
|
||||
PluginList Driver::s_plglist[NUM_PLATFORMS];
|
||||
Engine::State Engine::state = Dead;
|
||||
|
||||
void
|
||||
// This function mainly registers engine plugins
|
||||
// RW initializes memory related things here too and
|
||||
// uses more plugins
|
||||
// TODO: do this^ ?
|
||||
bool32
|
||||
Engine::init(void)
|
||||
{
|
||||
engine = new Engine;
|
||||
PluginList init = { sizeof(Driver), sizeof(Driver), nil, nil };
|
||||
if(engine || Engine::state != Dead){
|
||||
RWERROR((ERR_ENGINEINIT));
|
||||
return 0;
|
||||
}
|
||||
|
||||
PluginList init = { sizeof(Driver), sizeof(Driver), nil, nil };
|
||||
for(uint i = 0; i < NUM_PLATFORMS; i++)
|
||||
Driver::s_plglist[i] = init;
|
||||
|
||||
Frame::dirtyList.init();
|
||||
// Register plugins
|
||||
// TODO: these are wrong
|
||||
ps2::initializePlatform();
|
||||
xbox::initializePlatform();
|
||||
d3d8::initializePlatform();
|
||||
d3d9::initializePlatform();
|
||||
wdgl::initializePlatform();
|
||||
gl3::initializePlatform();
|
||||
|
||||
Engine::state = Initialized;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// This is where RW allocates the engine and e.g. opens d3d
|
||||
// TODO: this will take an argument with device specific data (HWND &c.)
|
||||
bool32
|
||||
Engine::open(void)
|
||||
{
|
||||
if(engine || Engine::state != Initialized){
|
||||
RWERROR((ERR_ENGINEOPEN));
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Allocate engine
|
||||
engine = (Engine*)malloc(sizeof(Engine));
|
||||
engine->currentCamera = nil;
|
||||
engine->currentWorld = nil;
|
||||
engine->currentTexDictionary = nil;
|
||||
|
@ -38,45 +72,66 @@ Engine::init(void)
|
|||
engine->loadTextures = 1;
|
||||
engine->makeDummies = 1;
|
||||
|
||||
engine->beginUpdate = null::beginUpdate;
|
||||
engine->endUpdate = null::endUpdate;
|
||||
engine->clearCamera = null::clearCamera;
|
||||
engine->setRenderState = null::setRenderState;
|
||||
engine->getRenderState = null::getRenderState;
|
||||
engine->im2DRenderIndexedPrimitive = null::im2DRenderIndexedPrimitive;
|
||||
engine->zNear = 0.0f; // random values
|
||||
engine->zFar = 1.0f;
|
||||
// Initialize device
|
||||
// Device and possibly OS specific!
|
||||
#ifdef RW_GL3
|
||||
engine->device = gl3::renderdevice;
|
||||
#elif RW_D3D9
|
||||
engine->device = d3d::renderdevice;
|
||||
#else
|
||||
engine->device = null::renderdevice;
|
||||
#endif
|
||||
|
||||
ps2::initializePlatform();
|
||||
xbox::initializePlatform();
|
||||
d3d8::initializePlatform();
|
||||
d3d9::initializePlatform();
|
||||
wdgl::initializePlatform();
|
||||
gl3::initializePlatform();
|
||||
// TODO: open device; create d3d object/get video mode
|
||||
|
||||
// TODO: init driver functions
|
||||
ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
|
||||
for(uint i = 0; i < NUM_PLATFORMS; i++){
|
||||
rw::engine->driver[i] = (Driver*)malloc(Driver::s_plglist[i].size);
|
||||
|
||||
engine->driver[i]->defaultPipeline = defpipe;
|
||||
|
||||
engine->driver[i]->rasterCreate = null::rasterCreate;
|
||||
engine->driver[i]->rasterLock = null::rasterLock;
|
||||
engine->driver[i]->rasterUnlock = null::rasterUnlock;
|
||||
engine->driver[i]->rasterNumLevels = null::rasterNumLevels;
|
||||
engine->driver[i]->rasterFromImage = null::rasterFromImage;
|
||||
engine->driver[i]->rasterToImage = null::rasterToImage;
|
||||
}
|
||||
|
||||
PluginList Driver::s_plglist[NUM_PLATFORMS];
|
||||
Engine::state = Opened;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// This is where RW creates the actual rendering device
|
||||
// ans calls the engine plugin ctors
|
||||
bool32
|
||||
Engine::start(EngineStartParams *p)
|
||||
{
|
||||
if(engine == nil || Engine::state != Opened){
|
||||
RWERROR((ERR_ENGINESTART));
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Start device
|
||||
engine->device.system(DEVICESTART, (void*)p);
|
||||
engine->device.system(DEVICEINIT, nil);
|
||||
|
||||
// TODO: construct engine plugins
|
||||
Frame::dirtyList.init();
|
||||
for(uint i = 0; i < NUM_PLATFORMS; i++)
|
||||
Driver::s_plglist[i].construct(rw::engine->driver[i]);
|
||||
|
||||
// TODO: finalize device start
|
||||
|
||||
Engine::state = Started;
|
||||
return 1;
|
||||
}
|
||||
|
||||
void
|
||||
Driver::open(void)
|
||||
Engine::stop(void)
|
||||
{
|
||||
ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
|
||||
|
||||
for(uint i = 0; i < NUM_PLATFORMS; i++){
|
||||
rw::driver[i] = (Driver*)malloc(s_plglist[i].size);
|
||||
|
||||
driver[i]->defaultPipeline = defpipe;
|
||||
|
||||
driver[i]->rasterCreate = null::rasterCreate;
|
||||
driver[i]->rasterLock = null::rasterLock;
|
||||
driver[i]->rasterUnlock = null::rasterUnlock;
|
||||
driver[i]->rasterNumLevels = null::rasterNumLevels;
|
||||
driver[i]->rasterFromImage = null::rasterFromImage;
|
||||
driver[i]->rasterToImage = null::rasterToImage;
|
||||
|
||||
|
||||
s_plglist[i].construct(rw::driver[i]);
|
||||
}
|
||||
engine->device.system(DEVICESTOP, nil);
|
||||
}
|
||||
|
||||
namespace null {
|
||||
|
@ -84,6 +139,7 @@ namespace null {
|
|||
void beginUpdate(Camera*) { }
|
||||
void endUpdate(Camera*) { }
|
||||
void clearCamera(Camera*,RGBA*,uint32) { }
|
||||
void showRaster(Raster*) { }
|
||||
|
||||
void setRenderState(int32, uint32) { }
|
||||
uint32 getRenderState(int32) { return 0; }
|
||||
|
@ -129,5 +185,23 @@ rasterToImage(Raster*)
|
|||
return nil;
|
||||
}
|
||||
|
||||
int
|
||||
devicesystem(DeviceReq req, void *arg0)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
Device renderdevice = {
|
||||
0.0f, 1.0f,
|
||||
null::beginUpdate,
|
||||
null::endUpdate,
|
||||
null::clearCamera,
|
||||
null::showRaster,
|
||||
null::setRenderState,
|
||||
null::getRenderState,
|
||||
null::im2DRenderIndexedPrimitive,
|
||||
null::devicesystem
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "rwplg.h"
|
||||
#include "rwpipeline.h"
|
||||
#include "rwobjects.h"
|
||||
#include "rwengine.h"
|
||||
#include "rwanim.h"
|
||||
#include "rwplugins.h"
|
||||
#include "ps2/rwps2.h"
|
||||
|
|
|
@ -26,14 +26,14 @@ void*
|
|||
driverOpen(void *o, int32, int32)
|
||||
{
|
||||
#ifdef RW_OPENGL
|
||||
driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline();
|
||||
engine->driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline();
|
||||
#endif
|
||||
driver[PLATFORM_GL3]->rasterNativeOffset = nativeRasterOffset;
|
||||
driver[PLATFORM_GL3]->rasterCreate = rasterCreate;
|
||||
driver[PLATFORM_GL3]->rasterLock = rasterLock;
|
||||
driver[PLATFORM_GL3]->rasterUnlock = rasterUnlock;
|
||||
driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels;
|
||||
driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage;
|
||||
engine->driver[PLATFORM_GL3]->rasterNativeOffset = nativeRasterOffset;
|
||||
engine->driver[PLATFORM_GL3]->rasterCreate = rasterCreate;
|
||||
engine->driver[PLATFORM_GL3]->rasterLock = rasterLock;
|
||||
engine->driver[PLATFORM_GL3]->rasterUnlock = rasterUnlock;
|
||||
engine->driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels;
|
||||
engine->driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
|
|
@ -10,10 +10,13 @@
|
|||
#include "../rwengine.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "rwgl3.h"
|
||||
#include "rwgl3shader.h"
|
||||
#include "rwgl3impl.h"
|
||||
|
||||
#define PLUGIN_ID 0
|
||||
|
||||
namespace rw {
|
||||
namespace gl3 {
|
||||
|
||||
|
@ -77,7 +80,9 @@ static uint32 srcblend, destblend;
|
|||
static uint32 zwrite;
|
||||
static uint32 ztest;
|
||||
|
||||
uint32 blendMap[] = {
|
||||
static int32 activeTexture;
|
||||
|
||||
static uint32 blendMap[] = {
|
||||
GL_ZERO,
|
||||
GL_ONE,
|
||||
GL_SRC_COLOR,
|
||||
|
@ -91,18 +96,26 @@ uint32 blendMap[] = {
|
|||
GL_SRC_ALPHA_SATURATE,
|
||||
};
|
||||
|
||||
void
|
||||
static void
|
||||
setVertexAlpha(bool32 enable)
|
||||
{
|
||||
if(vertexAlpha != enable){
|
||||
vertexAlpha = enable;
|
||||
if(!textureAlpha){
|
||||
if(enable)
|
||||
glEnable(GL_BLEND);
|
||||
else
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
setRenderState(int32 state, uint32 value)
|
||||
{
|
||||
switch(state){
|
||||
case VERTEXALPHA:
|
||||
if(vertexAlpha != value){
|
||||
vertexAlpha = value;
|
||||
if(vertexAlpha)
|
||||
glEnable(GL_BLEND);
|
||||
else if(!textureAlpha)
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
setVertexAlpha(value);
|
||||
break;
|
||||
case SRCBLEND:
|
||||
if(srcblend != value){
|
||||
|
@ -158,7 +171,7 @@ setRenderState(int32 state, uint32 value)
|
|||
}
|
||||
}
|
||||
|
||||
uint32
|
||||
static uint32
|
||||
getRenderState(int32 state)
|
||||
{
|
||||
RGBA rgba;
|
||||
|
@ -182,15 +195,15 @@ getRenderState(int32 state)
|
|||
case ALPHATESTFUNC:
|
||||
return uniformState.alphaFunc;
|
||||
case ALPHATESTREF:
|
||||
return uniformState.alphaRef*255.0f;
|
||||
return (uint32)(uniformState.alphaRef*255.0f);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
static void
|
||||
resetRenderState(void)
|
||||
{
|
||||
uniformState.alphaFunc = ALPHAGREATERTHAN;
|
||||
uniformState.alphaFunc = ALPHAGREATEREQUAL;
|
||||
uniformState.alphaRef = 10.0f/255.0f;
|
||||
uniformState.fogEnable = 0;
|
||||
uniformState.fogStart = 0.0f;
|
||||
|
@ -254,7 +267,7 @@ setLight(int32 n, Light *light)
|
|||
l->direction = m->at;
|
||||
}
|
||||
// light has position
|
||||
l->w = light->getType() >= Light::POINT ? 1.0f : 0.0;
|
||||
l->w = light->getType() >= Light::POINT ? 1.0f : 0.0f;
|
||||
l->color = light->color;
|
||||
l->radius = light->radius;
|
||||
l->minusCosAngle = light->minusCosAngle;
|
||||
|
@ -275,11 +288,20 @@ setViewMatrix(float32 *mat)
|
|||
sceneDirty = 1;
|
||||
}
|
||||
|
||||
static void
|
||||
setActiveTexture(int32 n)
|
||||
{
|
||||
if(activeTexture != n){
|
||||
activeTexture = n;
|
||||
glActiveTexture(n);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
setTexture(int32 n, Texture *tex)
|
||||
{
|
||||
bool32 alpha;
|
||||
glActiveTexture(GL_TEXTURE0+n);
|
||||
setActiveTexture(GL_TEXTURE0+n);
|
||||
if(tex == nil || tex->raster->platform != PLATFORM_GL3 ||
|
||||
tex->raster->width == 0){
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
|
@ -291,14 +313,18 @@ setTexture(int32 n, Texture *tex)
|
|||
alpha = natras->hasAlpha;
|
||||
}
|
||||
|
||||
if(textureAlpha != alpha){
|
||||
if(n == 0){
|
||||
if(alpha != textureAlpha){
|
||||
textureAlpha = alpha;
|
||||
if(textureAlpha)
|
||||
if(!vertexAlpha){
|
||||
if(alpha)
|
||||
glEnable(GL_BLEND);
|
||||
else if(!vertexAlpha)
|
||||
else
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
flushCache(void)
|
||||
|
@ -323,7 +349,7 @@ flushCache(void)
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
static void
|
||||
clearCamera(Camera *cam, RGBA *col, uint32 mode)
|
||||
{
|
||||
RGBAf colf;
|
||||
|
@ -339,7 +365,16 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
|
|||
glClear(mask);
|
||||
}
|
||||
|
||||
void
|
||||
static GLFWwindow *glfwwindow;
|
||||
|
||||
static void
|
||||
showRaster(Raster *raster)
|
||||
{
|
||||
// TODO: do this properly!
|
||||
glfwSwapBuffers(glfwwindow);
|
||||
}
|
||||
|
||||
static void
|
||||
beginUpdate(Camera *cam)
|
||||
{
|
||||
float view[16], proj[16];
|
||||
|
@ -410,17 +445,62 @@ beginUpdate(Camera *cam)
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
initializeRender(void)
|
||||
static int
|
||||
startGLFW(EngineStartParams *startparams)
|
||||
{
|
||||
engine->beginUpdate = beginUpdate;
|
||||
engine->clearCamera = clearCamera;
|
||||
engine->setRenderState = setRenderState;
|
||||
engine->getRenderState = getRenderState;
|
||||
engine->im2DRenderIndexedPrimitive = im2DRenderIndexedPrimitive;
|
||||
engine->zNear = -1.0f;
|
||||
engine->zFar = 1.0f;
|
||||
GLenum status;
|
||||
GLFWwindow *win;
|
||||
|
||||
/* Init GLFW */
|
||||
if(!glfwInit()){
|
||||
RWERROR((ERR_GENERAL, "glfwInit() failed"));
|
||||
return 0;
|
||||
}
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
win = glfwCreateWindow(startparams->width, startparams->height, startparams->windowtitle, 0, 0);
|
||||
if(win == nil){
|
||||
RWERROR((ERR_GENERAL, "glfwCreateWindow() failed"));
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
glfwMakeContextCurrent(win);
|
||||
|
||||
/* Init GLEW */
|
||||
glewExperimental = GL_TRUE;
|
||||
status = glewInit();
|
||||
if(status != GLEW_OK){
|
||||
RWERROR((ERR_GENERAL, glewGetErrorString(status)));
|
||||
glfwDestroyWindow(win);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
if(!GLEW_VERSION_3_3){
|
||||
RWERROR((ERR_GENERAL, "OpenGL 3.3 needed"));
|
||||
glfwDestroyWindow(win);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
glfwwindow = win;
|
||||
*startparams->window = win;
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
stopGLFW(void)
|
||||
{
|
||||
glfwDestroyWindow(glfwwindow);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
initOpenGL(void)
|
||||
{
|
||||
#include "shaders/simple_gl3.inc"
|
||||
simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
|
||||
|
||||
|
@ -438,7 +518,6 @@ initializeRender(void)
|
|||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
glGenBuffers(1, &ubo_scene);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
|
||||
|
@ -446,7 +525,6 @@ initializeRender(void)
|
|||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
glGenBuffers(1, &ubo_object);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
|
||||
|
@ -454,7 +532,6 @@ initializeRender(void)
|
|||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
glGenTextures(1, &whitetex);
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
|
@ -464,7 +541,35 @@ initializeRender(void)
|
|||
0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
|
||||
|
||||
im2DInit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
deviceSystem(DeviceReq req, void *arg0)
|
||||
{
|
||||
switch(req){
|
||||
case DEVICESTART:
|
||||
return startGLFW((EngineStartParams*)arg0);
|
||||
case DEVICEINIT:
|
||||
return initOpenGL();
|
||||
case DEVICESTOP:
|
||||
return stopGLFW();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
Device renderdevice = {
|
||||
-1.0f, 1.0f,
|
||||
gl3::beginUpdate,
|
||||
null::endUpdate,
|
||||
gl3::clearCamera,
|
||||
gl3::showRaster,
|
||||
gl3::setRenderState,
|
||||
gl3::getRenderState,
|
||||
gl3::im2DRenderIndexedPrimitive,
|
||||
gl3::deviceSystem
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -43,7 +43,7 @@ void
|
|||
lightingCB(void)
|
||||
{
|
||||
World *world;
|
||||
RGBAf ambLight = (RGBAf){0.0, 0.0, 0.0, 1.0};
|
||||
RGBAf ambLight = { 0.0, 0.0, 0.0, 1.0 };
|
||||
int n = 0;
|
||||
|
||||
world = (World*)engine->currentWorld;
|
||||
|
@ -84,9 +84,6 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
|||
InstanceData *inst = header->inst;
|
||||
int32 n = header->numMeshes;
|
||||
|
||||
// rw::setRenderState(ALPHATESTFUNC, 1);
|
||||
// rw::setRenderState(ALPHATESTREF, 50);
|
||||
|
||||
simpleShader->use();
|
||||
|
||||
while(n--){
|
||||
|
|
|
@ -189,9 +189,11 @@ Shader::fromFiles(const char *vspath, const char *fspath)
|
|||
void
|
||||
Shader::use(void)
|
||||
{
|
||||
if(currentShader != this){
|
||||
glUseProgram(this->program);
|
||||
currentShader = this;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,24 @@
|
|||
#ifdef RW_GL3
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#endif
|
||||
|
||||
namespace rw {
|
||||
|
||||
#ifdef RW_GL3
|
||||
struct EngineStartParams
|
||||
{
|
||||
GLFWwindow **window;
|
||||
int width, height;
|
||||
const char *windowtitle;
|
||||
};
|
||||
#endif
|
||||
|
||||
namespace gl3 {
|
||||
|
||||
void initializePlatform(void);
|
||||
void initializeRender(void);
|
||||
|
||||
extern Device renderdevice;
|
||||
|
||||
// arguments to glVertexAttribPointer basically
|
||||
struct AttribDesc
|
||||
|
|
|
@ -10,6 +10,6 @@ out vec4 color;
|
|||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
}
|
||||
|
||||
|
|
|
@ -36,7 +36,7 @@ const char *im2d_frag_src =
|
|||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
"}\n"
|
||||
|
||||
;
|
||||
|
|
|
@ -17,7 +17,7 @@ out vec4 color;
|
|||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
switch(u_alphaTest){
|
||||
default:
|
||||
case 0: break;
|
||||
|
|
|
@ -78,7 +78,7 @@ const char *matfx_env_frag_src =
|
|||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" switch(u_alphaTest){\n"
|
||||
" default:\n"
|
||||
" case 0: break;\n"
|
||||
|
|
|
@ -22,7 +22,7 @@ out vec4 color;
|
|||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
if(u_fogEnable != 0)
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
switch(u_alphaTest){
|
||||
|
|
|
@ -95,7 +95,7 @@ const char *simple_frag_src =
|
|||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" if(u_fogEnable != 0)\n"
|
||||
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" switch(u_alphaTest){\n"
|
||||
|
|
|
@ -25,7 +25,7 @@ namespace wdgl {
|
|||
void*
|
||||
driverOpen(void *o, int32, int32)
|
||||
{
|
||||
driver[PLATFORM_WDGL]->defaultPipeline = makeDefaultPipeline();
|
||||
engine->driver[PLATFORM_WDGL]->defaultPipeline = makeDefaultPipeline();
|
||||
return o;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "rwplg.h"
|
||||
#include "rwpipeline.h"
|
||||
#include "rwobjects.h"
|
||||
#include "rwengine.h"
|
||||
#include "rwanim.h"
|
||||
#include "rwplugins.h"
|
||||
#include "ps2/rwps2.h"
|
||||
|
|
|
@ -917,7 +917,7 @@ Raster::create(int32 width, int32 height, int32 depth, int32 format, int32 platf
|
|||
s_plglist.construct(raster);
|
||||
|
||||
// printf("%d %d %d %d\n", raster->type, raster->width, raster->height, raster->depth);
|
||||
driver[raster->platform]->rasterCreate(raster);
|
||||
engine->driver[raster->platform]->rasterCreate(raster);
|
||||
return raster;
|
||||
}
|
||||
|
||||
|
@ -933,19 +933,19 @@ Raster::destroy(void)
|
|||
uint8*
|
||||
Raster::lock(int32 level)
|
||||
{
|
||||
return driver[this->platform]->rasterLock(this, level);
|
||||
return engine->driver[this->platform]->rasterLock(this, level);
|
||||
}
|
||||
|
||||
void
|
||||
Raster::unlock(int32 level)
|
||||
{
|
||||
driver[this->platform]->rasterUnlock(this, level);
|
||||
engine->driver[this->platform]->rasterUnlock(this, level);
|
||||
}
|
||||
|
||||
int32
|
||||
Raster::getNumLevels(void)
|
||||
{
|
||||
return driver[this->platform]->rasterNumLevels(this);
|
||||
return engine->driver[this->platform]->rasterNumLevels(this);
|
||||
}
|
||||
|
||||
int32
|
||||
|
@ -964,14 +964,14 @@ Raster::createFromImage(Image *image, int32 platform)
|
|||
Raster *raster = Raster::create(image->width, image->height,
|
||||
image->depth, TEXTURE | DONTALLOCATE,
|
||||
platform);
|
||||
driver[raster->platform]->rasterFromImage(raster, image);
|
||||
engine->driver[raster->platform]->rasterFromImage(raster, image);
|
||||
return raster;
|
||||
}
|
||||
|
||||
Image*
|
||||
Raster::toImage(void)
|
||||
{
|
||||
return driver[this->platform]->rasterToImage(this);
|
||||
return engine->driver[this->platform]->rasterToImage(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -24,13 +24,13 @@ namespace ps2 {
|
|||
void*
|
||||
driverOpen(void *o, int32, int32)
|
||||
{
|
||||
driver[PLATFORM_PS2]->defaultPipeline = makeDefaultPipeline();
|
||||
engine->driver[PLATFORM_PS2]->defaultPipeline = makeDefaultPipeline();
|
||||
|
||||
driver[PLATFORM_PS2]->rasterNativeOffset = nativeRasterOffset;
|
||||
driver[PLATFORM_PS2]->rasterCreate = rasterCreate;
|
||||
driver[PLATFORM_PS2]->rasterLock = rasterLock;
|
||||
driver[PLATFORM_PS2]->rasterUnlock = rasterUnlock;
|
||||
driver[PLATFORM_PS2]->rasterNumLevels = rasterNumLevels;
|
||||
engine->driver[PLATFORM_PS2]->rasterNativeOffset = nativeRasterOffset;
|
||||
engine->driver[PLATFORM_PS2]->rasterCreate = rasterCreate;
|
||||
engine->driver[PLATFORM_PS2]->rasterLock = rasterLock;
|
||||
engine->driver[PLATFORM_PS2]->rasterUnlock = rasterUnlock;
|
||||
engine->driver[PLATFORM_PS2]->rasterNumLevels = rasterNumLevels;
|
||||
return o;
|
||||
}
|
||||
|
||||
|
@ -73,7 +73,7 @@ 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();
|
||||
|
|
|
@ -559,7 +559,7 @@ registerNativeRaster(void)
|
|||
void
|
||||
printTEX0(uint64 tex0)
|
||||
{
|
||||
printf("%016lX ", tex0);
|
||||
printf("%016llX ", tex0);
|
||||
uint32 tbp0 = tex0 & 0x3FFF; tex0 >>= 14;
|
||||
uint32 tbw = tex0 & 0x3F; tex0 >>= 6;
|
||||
uint32 psm = tex0 & 0x3F; tex0 >>= 6;
|
||||
|
@ -579,7 +579,7 @@ printTEX0(uint64 tex0)
|
|||
void
|
||||
printTEX1(uint64 tex1)
|
||||
{
|
||||
printf("%016lX ", tex1);
|
||||
printf("%016llX ", tex1);
|
||||
uint32 lcm = tex1 & 0x1; tex1 >>= 2;
|
||||
uint32 mxl = tex1 & 0x7; tex1 >>= 3;
|
||||
uint32 mmag = tex1 & 0x1; tex1 >>= 1;
|
||||
|
|
|
@ -74,7 +74,7 @@ readNativeSkin(Stream *stream, int32, void *object, int32 offset)
|
|||
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();
|
||||
|
|
|
@ -22,9 +22,9 @@ enum RenderState
|
|||
|
||||
enum AlphaTestFunc
|
||||
{
|
||||
ALPHANEVER = 0,
|
||||
ALPHALESS,
|
||||
ALPHAGREATERTHAN
|
||||
ALPHAALWAYS = 0,
|
||||
ALPHAGREATEREQUAL,
|
||||
ALPHALESS
|
||||
};
|
||||
|
||||
enum BlendFunction
|
||||
|
@ -43,37 +43,35 @@ enum BlendFunction
|
|||
// TODO: add more perhaps
|
||||
};
|
||||
|
||||
// This is for platform independent things and the render device (of which
|
||||
// there can only ever be one).
|
||||
// TODO: move more stuff into this
|
||||
struct Engine
|
||||
enum DeviceReq
|
||||
{
|
||||
void *currentCamera;
|
||||
void *currentWorld;
|
||||
Texture *imtexture;
|
||||
// Device/Context creation
|
||||
DEVICESTART,
|
||||
// Device initialization before Engine/Driver plugins are opened
|
||||
DEVICEINIT,
|
||||
// Device/Context shutdown
|
||||
DEVICESTOP,
|
||||
};
|
||||
|
||||
TexDictionary *currentTexDictionary;
|
||||
bool32 loadTextures; // load textures from files
|
||||
bool32 makeDummies; // create dummy textures to store just names
|
||||
typedef int DeviceSystem(DeviceReq req, void *arg0);
|
||||
|
||||
|
||||
// Device
|
||||
// This is for the render device, we only have one
|
||||
struct Device
|
||||
{
|
||||
float32 zNear, zFar;
|
||||
void (*beginUpdate)(Camera*);
|
||||
void (*endUpdate)(Camera*);
|
||||
void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
|
||||
void (*showRaster)(Raster *raster);
|
||||
void (*setRenderState)(int32 state, uint32 value);
|
||||
uint32 (*getRenderState)(int32 state);
|
||||
void (*im2DRenderIndexedPrimitive)(PrimitiveType,
|
||||
void*, int32, void*, int32);
|
||||
|
||||
static void init(void);
|
||||
DeviceSystem *system;
|
||||
};
|
||||
|
||||
extern Engine *engine;
|
||||
|
||||
// This is for platform driver implementations which have to be available
|
||||
// regardless of the render device.
|
||||
// This is for platform-dependent but portable things
|
||||
// so the engine has one for every platform
|
||||
struct Driver
|
||||
{
|
||||
ObjPipeline *defaultPipeline;
|
||||
|
@ -87,7 +85,6 @@ struct Driver
|
|||
Image *(*rasterToImage)(Raster*);
|
||||
|
||||
static PluginList s_plglist[NUM_PLATFORMS];
|
||||
static void open(void);
|
||||
static int32 registerPlugin(int32 platform, int32 size, uint32 id,
|
||||
Constructor ctor, Destructor dtor){
|
||||
return s_plglist[platform].registerPlugin(size, id,
|
||||
|
@ -95,14 +92,47 @@ struct Driver
|
|||
}
|
||||
};
|
||||
|
||||
extern Driver *driver[NUM_PLATFORMS];
|
||||
#define DRIVER driver[rw::platform]
|
||||
struct EngineStartParams;
|
||||
|
||||
// This is for platform independent things
|
||||
// TODO: move more stuff into this
|
||||
// TODO: make this have plugins and allocate in Engine::open
|
||||
struct Engine
|
||||
{
|
||||
enum State {
|
||||
Dead = 0,
|
||||
Initialized,
|
||||
Opened,
|
||||
Started
|
||||
};
|
||||
void *currentCamera;
|
||||
void *currentWorld;
|
||||
Texture *imtexture;
|
||||
|
||||
TexDictionary *currentTexDictionary;
|
||||
// load textures from files
|
||||
bool32 loadTextures;
|
||||
// create dummy textures to store just names
|
||||
bool32 makeDummies;
|
||||
// Dynamically allocated because of plugins
|
||||
Driver *driver[NUM_PLATFORMS];
|
||||
Device device;
|
||||
|
||||
static State state;
|
||||
|
||||
static bool32 init(void);
|
||||
static bool32 open(void);
|
||||
static bool32 start(EngineStartParams*);
|
||||
static void stop(void);
|
||||
};
|
||||
|
||||
extern Engine *engine;
|
||||
|
||||
inline void SetRenderState(int32 state, uint32 value){
|
||||
engine->setRenderState(state, value); }
|
||||
engine->device.setRenderState(state, value); }
|
||||
|
||||
inline uint32 GetRenderState(int32 state){
|
||||
return engine->getRenderState(state); }
|
||||
return engine->device.getRenderState(state); }
|
||||
|
||||
namespace null {
|
||||
void beginUpdate(Camera*);
|
||||
|
@ -121,6 +151,10 @@ namespace null {
|
|||
|
||||
void im2DRenderIndexedPrimitive(PrimitiveType,
|
||||
void*, int32, void*, int32);
|
||||
|
||||
int deviceSystem(DeviceReq req);
|
||||
|
||||
extern Device renderdevice;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -20,6 +20,6 @@ char *dbgsprint(int32 code, ...);
|
|||
fprintf(stderr, "%s:%d: ", __FILE__, __LINE__); \
|
||||
fprintf(stderr, "%s\n", rw::dbgsprint ecode); \
|
||||
rw::setError(&_e); \
|
||||
}while(0);
|
||||
}while(0)
|
||||
|
||||
}
|
||||
|
|
|
@ -612,6 +612,7 @@ struct Camera : PluginBase<Camera>
|
|||
void beginUpdate(void) { this->beginUpdateCB(this); }
|
||||
void endUpdate(void) { this->endUpdateCB(this); }
|
||||
void clear(RGBA *col, uint32 mode);
|
||||
void showRaster(void);
|
||||
void setNearPlane(float32);
|
||||
void setFarPlane(float32);
|
||||
int32 frustumTestSphere(Sphere *s);
|
||||
|
|
Loading…
Reference in New Issue