moved d3d9 device reset to a hopefully better spot

This commit is contained in:
aap 2024-02-09 13:14:05 +01:00
parent 05db81b92f
commit a6139bc44d
1 changed files with 99 additions and 100 deletions

View File

@ -985,97 +985,6 @@ setViewport(Raster *fb)
vp.Height = fb->height; vp.Height = fb->height;
d3ddevice->SetViewport(&vp); d3ddevice->SetViewport(&vp);
} }
static void
beginUpdate(Camera *cam)
{
float view[16], proj[16];
// View Matrix
Matrix inv;
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;
view[1] = inv.right.y;
view[2] = inv.right.z;
view[3] = 0.0f;
view[4] = -inv.up.x;
view[5] = inv.up.y;
view[6] = inv.up.z;
view[7] = 0.0f;
view[8] = -inv.at.x;
view[9] = inv.at.y;
view[10] = inv.at.z;
view[11] = 0.0f;
view[12] = -inv.pos.x;
view[13] = inv.pos.y;
view[14] = inv.pos.z;
view[15] = 1.0f;
memcpy(&cam->devView, view, sizeof(RawMatrix));
// d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
// Projection Matrix
float32 invwx = 1.0f/cam->viewWindow.x;
float32 invwy = 1.0f/cam->viewWindow.y;
float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
proj[0] = invwx;
proj[1] = 0.0f;
proj[2] = 0.0f;
proj[3] = 0.0f;
proj[4] = 0.0f;
proj[5] = invwy;
proj[6] = 0.0f;
proj[7] = 0.0f;
proj[8] = cam->viewOffset.x*invwx;
proj[9] = cam->viewOffset.y*invwy;
proj[12] = -proj[8];
proj[13] = -proj[9];
if(cam->projection == Camera::PERSPECTIVE){
proj[10] = cam->farPlane*invz;
proj[11] = 1.0f;
proj[15] = 0.0f;
}else{
proj[10] = invz;
proj[11] = 0.0f;
proj[15] = 1.0f;
}
proj[14] = -cam->nearPlane*proj[10];
memcpy(&cam->devProj, proj, sizeof(RawMatrix));
// 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);
d3dShaderState.fogData.start = cam->fogPlane;
d3dShaderState.fogData.end = cam->farPlane;
d3dShaderState.fogData.range = 1.0f/(cam->fogPlane - cam->farPlane);
// TODO: not quite sure this is the right place to do this...
d3dShaderState.fogData.disable = rwStateCache.fogenable ? 0.0f : 1.0f;
d3dShaderState.fogDisable.start = 0.0f;
d3dShaderState.fogDisable.end = 0.0f;
d3dShaderState.fogDisable.range = 0.0f;
d3dShaderState.fogDisable.disable = 1.0f;
d3dShaderState.fogDirty = true;
setRenderSurfaces(cam);
setViewport(cam->frameBuffer);
d3ddevice->BeginScene();
}
static void
endUpdate(Camera *cam)
{
d3ddevice->EndScene();
}
// Manage video memory // Manage video memory
void void
@ -1310,16 +1219,81 @@ restoreVideoMemory(void)
} }
static void static void
clearCamera(Camera *cam, RGBA *col, uint32 mode) beginUpdate(Camera *cam)
{ {
int flags = 0; float view[16], proj[16];
if(mode & Camera::CLEARIMAGE)
mode |= D3DCLEAR_TARGET; // View Matrix
if(mode & Camera::CLEARZ) Matrix inv;
mode |= D3DCLEAR_ZBUFFER; Matrix::invert(&inv, cam->getFrame()->getLTM());
if(mode & Camera::CLEARSTENCIL) // Since we're looking into positive Z,
mode |= D3DCLEAR_STENCIL; // flip X to ge a left handed view space.
D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha); view[0] = -inv.right.x;
view[1] = inv.right.y;
view[2] = inv.right.z;
view[3] = 0.0f;
view[4] = -inv.up.x;
view[5] = inv.up.y;
view[6] = inv.up.z;
view[7] = 0.0f;
view[8] = -inv.at.x;
view[9] = inv.at.y;
view[10] = inv.at.z;
view[11] = 0.0f;
view[12] = -inv.pos.x;
view[13] = inv.pos.y;
view[14] = inv.pos.z;
view[15] = 1.0f;
memcpy(&cam->devView, view, sizeof(RawMatrix));
// d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
// Projection Matrix
float32 invwx = 1.0f/cam->viewWindow.x;
float32 invwy = 1.0f/cam->viewWindow.y;
float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
proj[0] = invwx;
proj[1] = 0.0f;
proj[2] = 0.0f;
proj[3] = 0.0f;
proj[4] = 0.0f;
proj[5] = invwy;
proj[6] = 0.0f;
proj[7] = 0.0f;
proj[8] = cam->viewOffset.x*invwx;
proj[9] = cam->viewOffset.y*invwy;
proj[12] = -proj[8];
proj[13] = -proj[9];
if(cam->projection == Camera::PERSPECTIVE){
proj[10] = cam->farPlane*invz;
proj[11] = 1.0f;
proj[15] = 0.0f;
}else{
proj[10] = invz;
proj[11] = 0.0f;
proj[15] = 1.0f;
}
proj[14] = -cam->nearPlane*proj[10];
memcpy(&cam->devProj, proj, sizeof(RawMatrix));
// 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);
d3dShaderState.fogData.start = cam->fogPlane;
d3dShaderState.fogData.end = cam->farPlane;
d3dShaderState.fogData.range = 1.0f/(cam->fogPlane - cam->farPlane);
// TODO: not quite sure this is the right place to do this...
d3dShaderState.fogData.disable = rwStateCache.fogenable ? 0.0f : 1.0f;
d3dShaderState.fogDisable.start = 0.0f;
d3dShaderState.fogDisable.end = 0.0f;
d3dShaderState.fogDisable.range = 0.0f;
d3dShaderState.fogDisable.disable = 1.0f;
d3dShaderState.fogDirty = true;
RECT r; RECT r;
GetClientRect(d3d9Globals.window, &r); GetClientRect(d3d9Globals.window, &r);
@ -1337,6 +1311,31 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
setRenderSurfaces(cam); setRenderSurfaces(cam);
setViewport(cam->frameBuffer);
d3ddevice->BeginScene();
}
static void
endUpdate(Camera *cam)
{
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;
if(mode & Camera::CLEARSTENCIL)
mode |= D3DCLEAR_STENCIL;
D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha);
setRenderSurfaces(cam);
setViewport(cam->frameBuffer); // need to set this for the clear to work correctly setViewport(cam->frameBuffer); // need to set this for the clear to work correctly
d3ddevice->Clear(0, nil, mode, c, 1.0f, 0); d3ddevice->Clear(0, nil, mode, c, 1.0f, 0);
} }