changed project structure, made VS projects, added d3d9 support and viewer, worked on xbox instancing

This commit is contained in:
aap 2015-09-06 13:31:42 +02:00
parent fca3327ae2
commit f09a1ab99f
37 changed files with 4192 additions and 216 deletions

60
librw.sln Normal file
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@ -0,0 +1,60 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2013 for Windows Desktop
VisualStudioVersion = 12.0.30723.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "librw", "librw.vcxproj", "{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dumprwtree", "tools\dumprwtree\dumprwtree.vcxproj", "{B487F101-0C2B-4F99-A1E0-B0B0C0F3FE7E}"
ProjectSection(ProjectDependencies) = postProject
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38} = {30552BB0-3B19-49A4-ABF4-87CF68AF9E38}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dffwrite", "tools\dffwrite\dffwrite.vcxproj", "{85F56A7D-6EA2-4B9B-806A-87AF6C577FDF}"
ProjectSection(ProjectDependencies) = postProject
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38} = {30552BB0-3B19-49A4-ABF4-87CF68AF9E38}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "insttest", "tools\insttest\insttest.vcxproj", "{2592ED29-F258-4949-AB45-7B873BF697F7}"
ProjectSection(ProjectDependencies) = postProject
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38} = {30552BB0-3B19-49A4-ABF4-87CF68AF9E38}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "d3d9", "tools\d3d9\d3d9.vcxproj", "{E5D477C8-4CAF-43BF-B7E3-6689503D469F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug - null|Win32 = Debug - null|Win32
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}.Debug - null|Win32.ActiveCfg = Debug - null|Win32
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}.Debug - null|Win32.Build.0 = Debug - null|Win32
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}.Debug|Win32.ActiveCfg = Debug|Win32
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}.Debug|Win32.Build.0 = Debug|Win32
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}.Release|Win32.ActiveCfg = Release|Win32
{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}.Release|Win32.Build.0 = Release|Win32
{B487F101-0C2B-4F99-A1E0-B0B0C0F3FE7E}.Debug - null|Win32.ActiveCfg = Debug - null|Win32
{B487F101-0C2B-4F99-A1E0-B0B0C0F3FE7E}.Debug|Win32.ActiveCfg = Debug|Win32
{B487F101-0C2B-4F99-A1E0-B0B0C0F3FE7E}.Release|Win32.ActiveCfg = Release|Win32
{B487F101-0C2B-4F99-A1E0-B0B0C0F3FE7E}.Release|Win32.Build.0 = Release|Win32
{85F56A7D-6EA2-4B9B-806A-87AF6C577FDF}.Debug - null|Win32.ActiveCfg = Debug - null|Win32
{85F56A7D-6EA2-4B9B-806A-87AF6C577FDF}.Debug|Win32.ActiveCfg = Debug|Win32
{85F56A7D-6EA2-4B9B-806A-87AF6C577FDF}.Release|Win32.ActiveCfg = Release|Win32
{85F56A7D-6EA2-4B9B-806A-87AF6C577FDF}.Release|Win32.Build.0 = Release|Win32
{2592ED29-F258-4949-AB45-7B873BF697F7}.Debug - null|Win32.ActiveCfg = Debug - null|Win32
{2592ED29-F258-4949-AB45-7B873BF697F7}.Debug - null|Win32.Build.0 = Debug - null|Win32
{2592ED29-F258-4949-AB45-7B873BF697F7}.Debug|Win32.ActiveCfg = Debug|Win32
{2592ED29-F258-4949-AB45-7B873BF697F7}.Release|Win32.ActiveCfg = Release|Win32
{2592ED29-F258-4949-AB45-7B873BF697F7}.Release|Win32.Build.0 = Release|Win32
{E5D477C8-4CAF-43BF-B7E3-6689503D469F}.Debug - null|Win32.ActiveCfg = Debug - null|Win32
{E5D477C8-4CAF-43BF-B7E3-6689503D469F}.Debug|Win32.ActiveCfg = Debug|Win32
{E5D477C8-4CAF-43BF-B7E3-6689503D469F}.Debug|Win32.Build.0 = Debug|Win32
{E5D477C8-4CAF-43BF-B7E3-6689503D469F}.Release|Win32.ActiveCfg = Release|Win32
{E5D477C8-4CAF-43BF-B7E3-6689503D469F}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

127
librw.vcxproj Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug - null|Win32">
<Configuration>Debug - null</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{30552BB0-3B19-49A4-ABF4-87CF68AF9E38}</ProjectGuid>
<RootNamespace>librw</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120_xp</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120_xp</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v120_xp</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'">
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_USING_V110_SDK71_;_CRT_SECURE_NO_WARNINGS;RW_D3D9;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_USING_V110_SDK71_;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_USING_V110_SDK71_;_CRT_SECURE_NO_WARNINGS;RW_D3D9;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="src\clump.cpp" />
<ClCompile Include="src\d3d9.cpp" />
<ClCompile Include="src\geometry.cpp" />
<ClCompile Include="src\gtaplg.cpp" />
<ClCompile Include="src\image.cpp" />
<ClCompile Include="src\ogl.cpp" />
<ClCompile Include="src\pipeline.cpp" />
<ClCompile Include="src\plugins.cpp" />
<ClCompile Include="src\ps2.cpp" />
<ClCompile Include="src\rwbase.cpp" />
<ClCompile Include="src\xbox.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\gtaplg.h" />
<ClInclude Include="src\rwbase.h" />
<ClInclude Include="src\rwd3d9.h" />
<ClInclude Include="src\rwobjects.h" />
<ClInclude Include="src\rwogl.h" />
<ClInclude Include="src\rwpipeline.h" />
<ClInclude Include="src\rwplugin.h" />
<ClInclude Include="src\rwps2.h" />
<ClInclude Include="src\rwxbox.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

3
rw.h
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@ -3,5 +3,6 @@
#include "src/rwpipeline.h"
#include "src/rwobjects.h"
#include "src/rwps2.h"
#include "src/rwogl.h"
#include "src/rwxbox.h"
#include "src/rwd3d9.h"
#include "src/rwogl.h"

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@ -11,6 +11,8 @@
#include "rwobjects.h"
#include "rwps2.h"
#include "rwogl.h"
#include "rwxbox.h"
#include "rwd3d9.h"
using namespace std;
@ -534,6 +536,10 @@ Atomic::init(void)
ps2::makeDefaultPipeline();
defaultPipelines[platformIdx[PLATFORM_OGL]] =
gl::makeDefaultPipeline();
defaultPipelines[platformIdx[PLATFORM_XBOX]] =
xbox::makeDefaultPipeline();
defaultPipelines[platformIdx[PLATFORM_D3D9]] =
d3d9::makeDefaultPipeline();
}
// Atomic Rights plugin

558
src/d3d9.cpp Normal file
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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include <new>
#include "rwbase.h"
#include "rwplugin.h"
#include "rwpipeline.h"
#include "rwobjects.h"
#include "rwd3d9.h"
using namespace std;
namespace rw {
namespace d3d9 {
#ifdef RW_D3D9
IDirect3DDevice9 *device = NULL;
#else
enum {
D3DLOCK_NOSYSLOCK = 0, // ignored
D3DPOOL_MANAGED = 0, // ignored
D3DPT_TRIANGLELIST = 4,
D3DPT_TRIANGLESTRIP = 5,
D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
D3DDECLTYPE_FLOAT4 = 3, // 4D float
D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
D3DDECLTYPE_SHORT4 = 7, // 4D signed short
D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
D3DDECLMETHOD_DEFAULT = 0,
D3DDECLUSAGE_POSITION = 0,
D3DDECLUSAGE_BLENDWEIGHT, // 1
D3DDECLUSAGE_BLENDINDICES, // 2
D3DDECLUSAGE_NORMAL, // 3
D3DDECLUSAGE_PSIZE, // 4
D3DDECLUSAGE_TEXCOORD, // 5
D3DDECLUSAGE_TANGENT, // 6
D3DDECLUSAGE_BINORMAL, // 7
D3DDECLUSAGE_TESSFACTOR, // 8
D3DDECLUSAGE_POSITIONT, // 9
D3DDECLUSAGE_COLOR, // 10
D3DDECLUSAGE_FOG, // 11
D3DDECLUSAGE_DEPTH, // 12
D3DDECLUSAGE_SAMPLE, // 13
};
#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
#define D3DCOLOR_ARGB(a,r,g,b) \
((uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
#endif
int vertFormatMap[] = {
-1, VERT_FLOAT2, VERT_FLOAT3, -1, VERT_ARGB
};
uint16*
lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags)
{
#ifdef RW_D3D9
uint16 *indices;
IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
ibuf->Lock(offset, size, (void**)&indices, flags);
return indices;
#else
return (uint16*)indexBuffer;
#endif
}
void
unlockIndices(void *indexBuffer)
{
#ifdef RW_D3D9
IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
ibuf->Unlock();
#endif
}
uint8*
lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags)
{
#ifdef RW_D3D9
uint8 *verts;
IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
vertbuf->Lock(offset, size, (void**)&verts, flags);
return verts;
#else
return (uint8*)vertexBuffer;
#endif
}
void
unlockVertices(void *vertexBuffer)
{
#ifdef RW_D3D9
IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
vertbuf->Unlock();
#endif
}
void*
createVertexDeclaration(VertexElement *elements)
{
#ifdef RW_D3D9
IDirect3DVertexDeclaration9 *decl = 0;
device->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl);
return decl;
#else
int n = 0;
VertexElement *e = (VertexElement*)elements;
while(e[n++].stream != 0xFF)
;
e = new VertexElement[n];
memcpy(e, elements, n*sizeof(VertexElement));
return e;
#endif
}
uint32
getDeclaration(void *declaration, VertexElement *elements)
{
#ifdef RW_D3D9
IDirect3DVertexDeclaration9 *decl = (IDirect3DVertexDeclaration9*)declaration;
UINT numElt;
decl->GetDeclaration((D3DVERTEXELEMENT9*)elements, &numElt);
return numElt;
#else
int n = 0;
VertexElement *e = (VertexElement*)declaration;
while(e[n++].stream != 0xFF)
;
if(elements)
memcpy(elements, declaration, n*sizeof(VertexElement));
return n;
#endif
}
void*
createIndexBuffer(uint32 length)
{
#ifdef RW_D3D9
IDirect3DIndexBuffer9 *ibuf;
device->CreateIndexBuffer(length, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ibuf, 0);
return ibuf;
#else
return new uint8[length];
#endif
}
void*
createVertexBuffer(uint32 length, int32 pool)
{
#ifdef RW_D3D9
IDirect3DVertexBuffer9 *vbuf;
device->CreateVertexBuffer(length, D3DUSAGE_WRITEONLY, 0, (D3DPOOL)pool, &vbuf, 0);
return vbuf;
#else
return new uint8[length];
#endif
}
void*
destroyNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData != NULL);
assert(geometry->instData->platform == PLATFORM_D3D9);
// TODO
InstanceDataHeader *header =
(InstanceDataHeader*)geometry->instData;
delete header;
return object;
}
void
readNativeData(Stream *stream, int32, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
uint32 vers;
assert(findChunk(stream, ID_STRUCT, NULL, &vers));
assert(stream->readU32() == PLATFORM_D3D9);
InstanceDataHeader *header = new InstanceDataHeader;
geometry->instData = header;
header->platform = PLATFORM_D3D9;
int32 size = stream->readI32();
uint8 *data = new uint8[size];
stream->read(data, size);
uint8 *p = data;
header->serialNumber = *(uint32*)p; p += 4;
header->numMeshes = *(uint32*)p; p += 4;
header->indexBuffer = NULL; p += 4;
header->primType = *(uint32*)p; p += 4;
p += 16*2; // skip vertex streams, they're repeated with the vertex buffers
header->useOffsets = *(bool32*)p; p += 4;
header->vertexDeclaration = NULL; p += 4;
header->totalNumIndex = *(uint32*)p; p += 4;
header->totalNumVertex = *(uint32*)p; p += 4;
header->inst = new InstanceData[header->numMeshes];
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
inst->numIndex = *(uint32*)p; p += 4;
inst->minVert = *(uint32*)p; p += 4;
uint32 matid = *(uint32*)p; p += 4;
inst->material = geometry->materialList[matid];
inst->vertexAlpha = *(bool32*)p; p += 4;
inst->vertexShader = NULL; p += 4;
inst->baseIndex = 0; p += 4;
inst->numVertices = *(uint32*)p; p += 4;
inst->startIndex = *(uint32*)p; p += 4;
inst->numPrimitives = *(uint32*)p; p += 4;
inst++;
}
VertexElement elements[10];
uint32 numDeclarations = stream->readU32();
stream->read(elements, numDeclarations*8);
header->vertexDeclaration = createVertexDeclaration(elements);
header->indexBuffer = createIndexBuffer(header->totalNumIndex*sizeof(uint16));
uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
stream->read(indices, 2*header->totalNumIndex);
unlockIndices(header->indexBuffer);
VertexStream *s;
p = data;
for(int i = 0; i < 2; i++){
stream->read(p, 16);
s = &header->vertexStream[i];
s->vertexBuffer = (void*)*(uint32*)p; p += 4;
s->offset = 0; p += 4;
s->stride = *(uint32*)p; p += 4;
s->geometryFlags = *(uint16*)p; p += 2;
s->managed = *p++;
s->dynamicLock = *p++;
if(s->vertexBuffer == NULL)
continue;
// TODO: unset managed flag when using morph targets.
// also uses different buffer type and locks differently
s->vertexBuffer = createVertexBuffer(s->stride*header->totalNumVertex, D3DPOOL_MANAGED);
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
stream->read(verts, s->stride*header->totalNumVertex);
unlockVertices(s->vertexBuffer);
}
// TODO: somehow depends on number of streams used (baseIndex = minVert when more than one)
inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
inst->baseIndex = inst->minVert + header->vertexStream[0].offset / header->vertexStream[0].stride;
inst++;
}
delete[] data;
}
void
writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
writeChunkHeader(stream, ID_STRUCT, len-12);
assert(geometry->instData != NULL);
assert(geometry->instData->platform == PLATFORM_D3D9);
stream->writeU32(PLATFORM_D3D9);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
int32 size = 64 + geometry->meshHeader->numMeshes*36;
uint8 *data = new uint8[size];
stream->writeI32(size);
uint8 *p = data;
*(uint32*)p = header->serialNumber; p += 4;
*(uint32*)p = header->numMeshes; p += 4;
p += 4; // skip index buffer
*(uint32*)p = header->primType; p += 4;
p += 16*2; // skip vertex streams, they're repeated with the vertex buffers
*(bool32*)p = header->useOffsets; p += 4;
p += 4; // skip vertex declaration
*(uint32*)p = header->totalNumIndex; p += 4;
*(uint32*)p = header->totalNumVertex; p += 4;
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
*(uint32*)p = inst->numIndex; p += 4;
*(uint32*)p = inst->minVert; p += 4;
int32 matid = findPointer(inst->material, (void**)geometry->materialList, geometry->numMaterials);
*(int32*)p = matid; p += 4;
*(bool32*)p = inst->vertexAlpha; p += 4;
*(uint32*)p = 0; p += 4; // vertex shader
*(uint32*)p = inst->baseIndex; p += 4; // not used but meh...
*(uint32*)p = inst->numVertices; p += 4;
*(uint32*)p = inst->startIndex; p += 4;
*(uint32*)p = inst->numPrimitives; p += 4;
inst++;
}
stream->write(data, size);
VertexElement elements[10];
uint32 numElt = getDeclaration(header->vertexDeclaration, elements);
stream->writeU32(numElt);
stream->write(elements, 8*numElt);
uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
stream->write(indices, 2*header->totalNumIndex);
unlockIndices(header->indexBuffer);
VertexStream *s;
for(int i = 0; i < 2; i++){
s = &header->vertexStream[i];
p = data;
*(uint32*)p = s->vertexBuffer ? 0xbadeaffe : 0; p += 4;
*(uint32*)p = s->offset; p += 4;
*(uint32*)p = s->stride; p += 4;
*(uint16*)p = s->geometryFlags; p += 2;
*p++ = s->managed;
*p++ = s->dynamicLock;
stream->write(data, 16);
if(s->vertexBuffer == NULL)
continue;
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
stream->write(verts, s->stride*header->totalNumVertex);
unlockVertices(s->vertexBuffer);
}
delete[] data;
}
int32
getSizeNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData != NULL);
assert(geometry->instData->platform == PLATFORM_D3D9);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
int32 size = 12 + 4 + 4 + 64 + header->numMeshes*36;
uint32 numElt = getDeclaration(header->vertexDeclaration, NULL);
size += 4 + numElt*8;
size += 2*header->totalNumIndex;
size += 0x10 + header->vertexStream[0].stride*header->totalNumVertex;
size += 0x10 + header->vertexStream[1].stride*header->totalNumVertex;
return size;
}
void
registerNativeDataPlugin(void)
{
Geometry::registerPlugin(0, ID_NATIVEDATA,
NULL, destroyNativeData, NULL);
Geometry::registerPluginStream(ID_NATIVEDATA,
readNativeData,
writeNativeData,
getSizeNativeData);
}
ObjPipeline::ObjPipeline(uint32 platform)
: rw::ObjPipeline(platform),
instanceCB(NULL), uninstanceCB(NULL) { }
void
ObjPipeline::instance(Atomic *atomic)
{
Geometry *geo = atomic->geometry;
if(geo->geoflags & Geometry::NATIVE)
return;
geo->geoflags |= Geometry::NATIVE;
InstanceDataHeader *header = new InstanceDataHeader;
MeshHeader *meshh = geo->meshHeader;
geo->instData = header;
header->platform = PLATFORM_D3D9;
header->serialNumber = 0;
header->numMeshes = meshh->numMeshes;
header->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST;
header->useOffsets = 0;
header->totalNumVertex = geo->numVertices;
header->totalNumIndex = meshh->totalIndices;
header->inst = new InstanceData[header->numMeshes];
header->indexBuffer = createIndexBuffer(header->totalNumIndex*sizeof(uint16));
uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
InstanceData *inst = header->inst;
Mesh *mesh = meshh->mesh;
uint32 startindex = 0;
for(uint32 i = 0; i < header->numMeshes; i++){
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
&inst->minVert, &inst->numVertices);
inst->numIndex = mesh->numIndices;
inst->material = mesh->material;
inst->vertexAlpha = 0;
inst->vertexShader = NULL;
inst->baseIndex = inst->minVert;
inst->startIndex = startindex;
inst->numPrimitives = header->primType == D3DPT_TRIANGLESTRIP ? inst->numIndex-2 : inst->numIndex/3;
if(inst->minVert == 0)
memcpy(&indices[inst->startIndex], mesh->indices, inst->numIndex*sizeof(uint16));
else
for(uint32 j = 0; j < inst->numIndex; j++)
indices[inst->startIndex+j] = mesh->indices[j]-inst->minVert;
startindex += inst->numIndex;
mesh++;
inst++;
}
unlockIndices(header->indexBuffer);
VertexStream *s;
for(int i = 0; i < 2; i++){
s = &header->vertexStream[i];
s->vertexBuffer = NULL;
s->offset = 0;
s->stride = 0;
s->geometryFlags = 0;
s->managed = 0;
s->dynamicLock = 0;
}
this->instanceCB(geo, header);
}
void
ObjPipeline::uninstance(Atomic *atomic)
{
assert(0 && "can't uninstance");
}
void
defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
VertexElement dcl[6];
VertexStream *s = &header->vertexStream[0];
s->offset = 0;
s->managed = 1;
s->geometryFlags = 0;
s->dynamicLock = 0;
int i = 0;
dcl[i++] = {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0};
uint32 stride = 12;
s->geometryFlags |= 0x2;
bool isPrelit = (geo->geoflags & Geometry::PRELIT) != 0;
if(isPrelit){
dcl[i++] = {0, stride, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0};
s->geometryFlags |= 0x8;
stride += 4;
}
bool isTextured = (geo->geoflags & (Geometry::TEXTURED | Geometry::TEXTURED2)) != 0;
if(isTextured){
dcl[i++] = {0, stride, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0};
s->geometryFlags |= 0x10;
stride += 8;
}
bool hasNormals = (geo->geoflags & Geometry::NORMALS) != 0;
if(hasNormals){
dcl[i++] = {0, stride, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0};
s->geometryFlags |= 0x4;
stride += 12;
}
dcl[i] = D3DDECL_END();
header->vertexStream[0].stride = stride;
header->vertexDeclaration = createVertexDeclaration((VertexElement*)dcl);
s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, D3DPOOL_MANAGED);
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++)
;
instV3d(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
geo->morphTargets[0].vertices,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
if(isPrelit){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++)
;
instColor(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
geo->colors,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
if(isTextured){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != 0; i++)
;
instV2d(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
geo->texCoords[0],
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
if(hasNormals){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_NORMAL || dcl[i].usageIndex != 0; i++)
;
instV3d(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
geo->morphTargets[0].normals,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
unlockVertices(s->vertexBuffer);
}
ObjPipeline*
makeDefaultPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
return pipe;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
}
}

View File

@ -223,7 +223,7 @@ Image::setSearchPath(const char *path)
::free(searchPaths);
numSearchPaths = 0;
if(path)
searchPaths = p = strdup(path);
searchPaths = p = _strdup(path);
else{
searchPaths = NULL;
return;
@ -258,7 +258,7 @@ Image::getFilename(const char *name)
if(f){
fclose(f);
printf("found %s\n", name);
return strdup(name);
return _strdup(name);
}
return NULL;
}else

View File

@ -54,74 +54,51 @@ printAttribInfo(AttribDesc *attribs, int n)
}
*/
void*
destroyNativeData(void *object, int32, int32)
#ifdef RW_OPENGL
void
uploadGeo(Geometry *geo)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData->platform == PLATFORM_OGL);
InstanceDataHeader *header =
(InstanceDataHeader*)geometry->instData;
delete[] header->attribs;
delete[] header->data;
delete header;
return object;
InstanceDataHeader *inst = (InstanceDataHeader*)geo->instData;
MeshHeader *meshHeader = geo->meshHeader;
glGenBuffers(1, &inst->vbo);
glBindBuffer(GL_ARRAY_BUFFER, inst->vbo);
glBufferData(GL_ARRAY_BUFFER, inst->dataSize,
inst->data, GL_STATIC_DRAW);
glGenBuffers(1, &inst->ibo);
glBindBuffer(GL_ARRAY_BUFFER, inst->ibo);
glBufferData(GL_ARRAY_BUFFER, meshHeader->totalIndices*2,
0, GL_STATIC_DRAW);
GLintptr offset = 0;
for(uint32 i = 0; i < meshHeader->numMeshes; i++){
Mesh *mesh = &meshHeader->mesh[i];
glBufferSubData(GL_ARRAY_BUFFER, offset, mesh->numIndices*2,
mesh->indices);
offset += mesh->numIndices*2;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void
readNativeData(Stream *stream, int32, void *object, int32, int32)
setAttribPointers(InstanceDataHeader *inst)
{
Geometry *geometry = (Geometry*)object;
InstanceDataHeader *header = new InstanceDataHeader;
geometry->instData = header;
header->platform = PLATFORM_OGL;
header->vbo = 0;
header->ibo = 0;
header->numAttribs = stream->readU32();
header->attribs = new AttribDesc[header->numAttribs];
stream->read(header->attribs,
header->numAttribs*sizeof(AttribDesc));
header->dataSize = header->attribs[0].stride*geometry->numVertices;
header->data = new uint8[header->dataSize];
stream->read(header->data, header->dataSize);
static GLenum attribType[] = {
GL_FLOAT,
GL_BYTE, GL_UNSIGNED_BYTE,
GL_SHORT, GL_UNSIGNED_SHORT
};
for(int32 i = 0; i < inst->numAttribs; i++){
AttribDesc *a = &inst->attribs[i];
glEnableVertexAttribArray(a->index);
glVertexAttribPointer(a->index, a->size, attribType[a->type],
a->normalized, a->stride,
(void*)(uint64)a->offset);
}
}
#endif
void
printPipeinfo(Atomic *a)
{
Geometry *g = a->geometry;
if(g->instData == NULL || g->instData->platform != PLATFORM_OGL)
return;
int32 plgid = 0;
if(a->pipeline)
plgid = a->pipeline->pluginID;
printf("%s %x: ", debugFile, plgid);
InstanceDataHeader *h = (InstanceDataHeader*)g->instData;
for(int i = 0; i < h->numAttribs; i++)
printf("%x(%x) ", h->attribs[i].index, h->attribs[i].type);
printf("\n");
}
void
writeNativeData(Stream *stream, int32, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData->platform == PLATFORM_OGL);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
stream->writeU32(header->numAttribs);
stream->write(header->attribs, header->numAttribs*sizeof(AttribDesc));
stream->write(header->data, header->dataSize);
}
int32
getSizeNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData->platform == PLATFORM_OGL);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
return 4 + header->numAttribs*sizeof(AttribDesc) + header->dataSize;
}
static void
packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale=1.0f)
{
int8 *i8dst;
@ -175,6 +152,138 @@ packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale=1.0f)
}
}
void
unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale=1.0f)
{
int8 *i8src;
uint16 *u16src;
int16 *i16src;
switch(a->type){
case 0: // float
memcpy(dst, src, a->size*4);
break;
// TODO: maybe have loop inside if?
case 1: // byte
i8src = (int8*)src;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = i8src[i]/scale;
else
dst[i] = i8src[i]/127.0f;
}
break;
case 2: // ubyte
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = src[i]/scale;
else
dst[i] = src[i]/255.0f;
}
break;
case 3: // short
i16src = (int16*)src;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = i16src[i]/scale;
else
dst[i] = i16src[i]/32767.0f;
}
break;
case 4: // ushort
u16src = (uint16*)src;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = u16src[i]/scale;
else
dst[i] = u16src[i]/65435.0f;
}
break;
}
}
void*
destroyNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData->platform == PLATFORM_OGL);
InstanceDataHeader *header =
(InstanceDataHeader*)geometry->instData;
delete[] header->attribs;
delete[] header->data;
delete header;
return object;
}
void
readNativeData(Stream *stream, int32, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
InstanceDataHeader *header = new InstanceDataHeader;
geometry->instData = header;
header->platform = PLATFORM_OGL;
header->vbo = 0;
header->ibo = 0;
header->numAttribs = stream->readU32();
header->attribs = new AttribDesc[header->numAttribs];
stream->read(header->attribs,
header->numAttribs*sizeof(AttribDesc));
header->dataSize = header->attribs[0].stride*geometry->numVertices;
header->data = new uint8[header->dataSize];
stream->read(header->data, header->dataSize);
}
void
writeNativeData(Stream *stream, int32, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData->platform == PLATFORM_OGL);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
stream->writeU32(header->numAttribs);
stream->write(header->attribs, header->numAttribs*sizeof(AttribDesc));
stream->write(header->data, header->dataSize);
}
int32
getSizeNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
assert(geometry->instData->platform == PLATFORM_OGL);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
return 4 + header->numAttribs*sizeof(AttribDesc) + header->dataSize;
}
void
registerNativeDataPlugin(void)
{
Geometry::registerPlugin(0, ID_NATIVEDATA,
NULL, destroyNativeData, NULL);
Geometry::registerPluginStream(ID_NATIVEDATA,
readNativeData,
writeNativeData,
getSizeNativeData);
}
void
printPipeinfo(Atomic *a)
{
Geometry *g = a->geometry;
if(g->instData == NULL || g->instData->platform != PLATFORM_OGL)
return;
int32 plgid = 0;
if(a->pipeline)
plgid = a->pipeline->pluginID;
printf("%s %x: ", debugFile, plgid);
InstanceDataHeader *h = (InstanceDataHeader*)g->instData;
for(int i = 0; i < h->numAttribs; i++)
printf("%x(%x) ", h->attribs[i].index, h->attribs[i].type);
printf("\n");
}
ObjPipeline::ObjPipeline(uint32 platform)
: rw::ObjPipeline(platform), numCustomAttribs(0),
instanceCB(NULL), uninstanceCB(NULL) { }
@ -305,60 +414,6 @@ ObjPipeline::instance(Atomic *atomic)
geo->geoflags |= Geometry::NATIVE;
}
static void
unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale=1.0f)
{
int8 *i8src;
uint16 *u16src;
int16 *i16src;
switch(a->type){
case 0: // float
memcpy(dst, src, a->size*4);
break;
// TODO: maybe have loop inside if?
case 1: // byte
i8src = (int8*)src;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = i8src[i]/scale;
else
dst[i] = i8src[i]/127.0f;
}
break;
case 2: // ubyte
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = src[i]/scale;
else
dst[i] = src[i]/255.0f;
}
break;
case 3: // short
i16src = (int16*)src;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = i16src[i]/scale;
else
dst[i] = i16src[i]/32767.0f;
}
break;
case 4: // ushort
u16src = (uint16*)src;
for(int i = 0; i < a->size; i++){
if(!a->normalized)
dst[i] = u16src[i]/scale;
else
dst[i] = u16src[i]/65435.0f;
}
break;
}
}
void
ObjPipeline::uninstance(Atomic *atomic)
{
@ -438,70 +493,20 @@ makeDefaultPipeline(void)
return pipe;
}
#ifdef RW_OPENGL
void
uploadGeo(Geometry *geo)
{
InstanceDataHeader *inst = (InstanceDataHeader*)geo->instData;
MeshHeader *meshHeader = geo->meshHeader;
glGenBuffers(1, &inst->vbo);
glBindBuffer(GL_ARRAY_BUFFER, inst->vbo);
glBufferData(GL_ARRAY_BUFFER, inst->dataSize,
inst->data, GL_STATIC_DRAW);
glGenBuffers(1, &inst->ibo);
glBindBuffer(GL_ARRAY_BUFFER, inst->ibo);
glBufferData(GL_ARRAY_BUFFER, meshHeader->totalIndices*2,
0, GL_STATIC_DRAW);
GLintptr offset = 0;
for(uint32 i = 0; i < meshHeader->numMeshes; i++){
Mesh *mesh = &meshHeader->mesh[i];
glBufferSubData(GL_ARRAY_BUFFER, offset, mesh->numIndices*2,
mesh->indices);
offset += mesh->numIndices*2;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void
setAttribPointers(InstanceDataHeader *inst)
{
static GLenum attribType[] = {
GL_FLOAT,
GL_BYTE, GL_UNSIGNED_BYTE,
GL_SHORT, GL_UNSIGNED_SHORT
};
for(int32 i = 0; i < inst->numAttribs; i++){
AttribDesc *a = &inst->attribs[i];
glEnableVertexAttribArray(a->index);
glVertexAttribPointer(a->index, a->size, attribType[a->type],
a->normalized, a->stride,
(void*)(uint64)a->offset);
}
}
#endif
// Skin
void
readNativeSkin(Stream *stream, int32, void *object, int32 offset)
{
uint8 header[4];
uint32 vers;
Geometry *geometry = (Geometry*)object;
assert(findChunk(stream, ID_STRUCT, NULL, &vers));
assert(stream->readU32() == PLATFORM_OGL);
stream->read(header, 4);
Skin *skin = new Skin;
*PLUGINOFFSET(Skin*, geometry, offset) = skin;
skin->numBones = header[0];
// should be 0
skin->numUsedBones = header[1];
skin->maxIndex = header[2];
assert(skin->numUsedBones == 0);
assert(skin->maxIndex == 0);
skin->numBones = stream->readI32();
skin->numUsedBones = 0;
skin->maxIndex = 0;
int32 size = skin->numBones*64 + 15;
uint8 *data = new uint8[size];

View File

@ -54,4 +54,71 @@ ObjPipeline::render(Atomic*)
fprintf(stderr, "This pipeline can't render\n");
}
// helper functions
void
findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, uint32 *numVertices)
{
uint32 min = 0xFFFFFFFF;
uint32 max = 0;
while(numIndices--){
if(*indices < min)
min = *indices;
if(*indices > max)
max = *indices;
indices++;
}
*minVert = min;
*numVertices = max - min + 1;
}
void
instV3d(int type, uint8 *dst, float *src, uint32 numVertices, uint32 stride)
{
if(type == VERT_FLOAT3)
for(uint32 i = 0; i < numVertices; i++){
memcpy(dst, src, 12);
dst += stride;
src += 3;
}
else if(type == VERT_COMPNORM)
for(uint32 i = 0; i < numVertices; i++){
uint32 n = ((((uint32)(src[2] * 511.0f)) & 0x3ff) << 22) |
((((uint32)(src[1] * 1023.0f)) & 0x7ff) << 11) |
((((uint32)(src[0] * 1023.0f)) & 0x7ff) << 0);
*(uint32*)dst = n;
dst += stride;
src += 3;
}
else
assert(0 && "unsupported instV3d type");
}
void
instV2d(int type, uint8 *dst, float *src, uint32 numVertices, uint32 stride)
{
assert(type == VERT_FLOAT2);
for(uint32 i = 0; i < numVertices; i++){
memcpy(dst, src, 8);
dst += stride;
src += 2;
}
}
bool32
instColor(int type, uint8 *dst, uint8 *src, uint32 numVertices, uint32 stride)
{
assert(type == VERT_ARGB);
bool32 hasAlpha = 0;
for(uint32 i = 0; i < numVertices; i++){
uint32 col = COLOR_ARGB(src[3], src[0], src[1], src[2]);
if(src[3] < 0xFF)
hasAlpha = 1;
memcpy(dst, &col, 4);
dst += stride;
src += 4;
}
return hasAlpha;
}
}

View File

@ -11,6 +11,7 @@
#include "rwobjects.h"
#include "rwps2.h"
#include "rwxbox.h"
#include "rwd3d9.h"
#include "rwogl.h"
using namespace std;
@ -261,6 +262,10 @@ destroyNativeData(void *object, int32 offset, int32 size)
return object;
if(geometry->instData->platform == PLATFORM_PS2)
return ps2::destroyNativeData(object, offset, size);
if(geometry->instData->platform == PLATFORM_XBOX)
return xbox::destroyNativeData(object, offset, size);
if(geometry->instData->platform == PLATFORM_D3D9)
return d3d9::destroyNativeData(object, offset, size);
if(geometry->instData->platform == PLATFORM_OGL)
return gl::destroyNativeData(object, offset, size);
return object;
@ -278,13 +283,14 @@ readNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s)
readChunkHeaderInfo(stream, &header);
if(header.type == ID_STRUCT &&
libraryIDPack(header.version, header.build) == libid){
// must be PS2 or Xbox
platform = stream->readU32();
stream->seek(-16);
if(platform == PLATFORM_PS2)
ps2::readNativeData(stream, len, object, o, s);
else if(platform == PLATFORM_XBOX)
xbox::readNativeData(stream, len, object, o, s);
else if(platform == PLATFORM_D3D9)
d3d9::readNativeData(stream, len, object, o, s);
else{
fprintf(stderr, "unknown platform %d\n", platform);
stream->seek(len);
@ -305,6 +311,8 @@ writeNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s)
ps2::writeNativeData(stream, len, object, o, s);
else if(geometry->instData->platform == PLATFORM_XBOX)
xbox::writeNativeData(stream, len, object, o, s);
else if(geometry->instData->platform == PLATFORM_D3D9)
d3d9::writeNativeData(stream, len, object, o, s);
else if(geometry->instData->platform == PLATFORM_OGL)
gl::writeNativeData(stream, len, object, o, s);
}
@ -319,6 +327,8 @@ getSizeNativeData(void *object, int32 offset, int32 size)
return ps2::getSizeNativeData(object, offset, size);
else if(geometry->instData->platform == PLATFORM_XBOX)
return xbox::getSizeNativeData(object, offset, size);
else if(geometry->instData->platform == PLATFORM_D3D9)
return d3d9::getSizeNativeData(object, offset, size);
else if(geometry->instData->platform == PLATFORM_OGL)
return gl::getSizeNativeData(object, offset, size);
return -1;
@ -408,10 +418,10 @@ readSkin(Stream *stream, int32 len, void *object, int32 offset, int32)
skin->numBones = header[0];
// both values unused in/before 33002, used in/after 34003
// probably rw::version >= 0x34000
skin->numUsedBones = header[1];
skin->maxIndex = header[2];
// probably rw::version >= 0x34000
bool oldFormat = skin->numUsedBones == 0;
skin->allocateData(geometry->numVertices);
@ -490,6 +500,8 @@ getSizeSkin(void *object, int32 offset, int32)
return xbox::getSizeNativeSkin(object, offset);
if(geometry->instData->platform == PLATFORM_OGL)
return gl::getSizeNativeSkin(object, offset);
if(geometry->instData->platform == PLATFORM_D3D9)
return -1;
assert(0 && "unsupported native skin platform");
}
@ -525,6 +537,10 @@ registerSkinPlugin(void)
ps2::makeSkinPipeline();
skinGlobals.pipelines[platformIdx[PLATFORM_OGL]] =
gl::makeSkinPipeline();
skinGlobals.pipelines[platformIdx[PLATFORM_XBOX]] =
xbox::makeSkinPipeline();
skinGlobals.pipelines[platformIdx[PLATFORM_D3D9]] =
d3d9::makeSkinPipeline();
skinGlobals.offset = Geometry::registerPlugin(sizeof(Skin*), ID_SKIN,
createSkin,
@ -909,6 +925,10 @@ registerMatFXPlugin(void)
ps2::makeMatFXPipeline();
matFXGlobals.pipelines[platformIdx[PLATFORM_OGL]] =
gl::makeMatFXPipeline();
matFXGlobals.pipelines[platformIdx[PLATFORM_XBOX]] =
xbox::makeMatFXPipeline();
matFXGlobals.pipelines[platformIdx[PLATFORM_D3D9]] =
d3d9::makeMatFXPipeline();
matFXGlobals.atomicOffset =
Atomic::registerPlugin(sizeof(int32), ID_MATFX,

View File

@ -20,6 +20,8 @@ int build = 0xFFFF;
int platform = PLATFORM_PS2;
#elif RW_OPENGL
int platform = PLATFORM_OGL;
#elif RW_D3D9
int platform = PLATFORM_D3D9;
#else
int platform = PLATFORM_NULL;
#endif

95
src/rwd3d9.h Normal file
View File

@ -0,0 +1,95 @@
#ifdef RW_D3D9
#include <d3d9.h>
#endif
namespace rw {
namespace d3d9 {
struct VertexElement
{
uint16 stream;
uint16 offset;
uint8 type;
uint8 method;
uint8 usage;
uint8 usageIndex;
};
struct VertexStream
{
void *vertexBuffer;
uint32 offset;
uint32 stride;
uint16 geometryFlags;
uint8 managed;
uint8 dynamicLock;
};
struct InstanceData
{
uint32 numIndex;
uint32 minVert;
Material *material;
bool32 vertexAlpha;
void *vertexShader;
uint32 baseIndex;
uint32 numVertices;
uint32 startIndex;
uint32 numPrimitives;
};
struct InstanceDataHeader : rw::InstanceDataHeader
{
uint32 serialNumber;
uint32 numMeshes;
void *indexBuffer;
uint32 primType;
VertexStream vertexStream[2];
bool32 useOffsets;
void *vertexDeclaration;
uint32 totalNumIndex;
uint32 totalNumVertex;
InstanceData *inst;
};
#ifdef RW_D3D9
extern IDirect3DDevice9 *device;
#endif
extern int vertFormatMap[];
uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags);
void unlockIndices(void *indexBuffer);
uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags);
void unlockVertices(void *vertexBuffer);
void *createVertexDeclaration(VertexElement *elements);
uint32 getDeclaration(void *declaration, VertexElement *elements);
void *createIndexBuffer(uint32 length);
void *createVertexBuffer(uint32 length, int32 pool);
void *destroyNativeData(void *object, int32, int32);
void readNativeData(Stream *stream, int32 len, void *object, int32, int32);
void writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
int32 getSizeNativeData(void *object, int32, int32);
void registerNativeDataPlugin(void);
class ObjPipeline : public rw::ObjPipeline
{
public:
void (*instanceCB)(Geometry *geo, InstanceDataHeader *header);
void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header);
ObjPipeline(uint32 platform);
virtual void instance(Atomic *atomic);
virtual void uninstance(Atomic *atomic);
};
ObjPipeline *makeDefaultPipeline(void);
ObjPipeline *makeSkinPipeline(void);
ObjPipeline *makeMatFXPipeline(void);
}
}

View File

@ -1,6 +1,8 @@
namespace rw {
namespace gl {
// NOTE: This is not really RW OpenGL! It's specific to WarDrum's GTA ports
struct AttribDesc
{
// arguments to glVertexAttribPointer (should use OpenGL types here)
@ -26,12 +28,19 @@ struct InstanceDataHeader : rw::InstanceDataHeader
uint32 ibo;
};
// only RW_OPENGL
void uploadGeo(Geometry *geo);
void setAttribPointers(InstanceDataHeader *inst);
void packattrib(uint8 *dst, float32 *src, AttribDesc *a, float32 scale);
void unpackattrib(float *dst, uint8 *src, AttribDesc *a, float32 scale);
void *destroyNativeData(void *object, int32, int32);
void readNativeData(Stream *stream, int32 len, void *object, int32, int32);
void writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
int32 getSizeNativeData(void *object, int32, int32);
void registerNativeDataPlugin(void);
void instance(Atomic *atomic);
void printPipeinfo(Atomic *a);
class ObjPipeline : public rw::ObjPipeline
@ -48,10 +57,6 @@ public:
ObjPipeline *makeDefaultPipeline(void);
// only RW_OPENGL
void uploadGeo(Geometry *geo);
void setAttribPointers(InstanceDataHeader *inst);
// Skin plugin
void readNativeSkin(Stream *stream, int32, void *object, int32 offset);

View File

@ -30,4 +30,27 @@ public:
virtual void render(Atomic *atomic);
};
void findMinVertAndNumVertices(uint16 *indices, uint32 numIndices, uint32 *minVert, uint32 *numVertices);
// everything xbox, d3d8 and d3d9 may want to use
enum {
VERT_BYTE2 = 1,
VERT_BYTE3,
VERT_SHORT2,
VERT_SHORT3,
VERT_NORMSHORT2,
VERT_NORMSHORT3,
VERT_FLOAT2,
VERT_FLOAT3,
VERT_ARGB,
VERT_COMPNORM
};
#define COLOR_ARGB(a,r,g,b) \
((uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
void instV3d(int type, uint8 *dst, float *src, uint32 numVertices, uint32 stride);
void instV2d(int type, uint8 *dst, float *src, uint32 numVertices, uint32 stride);
bool32 instColor(int type, uint8 *dst, uint8 *src, uint32 numVertices, uint32 stride);
}

View File

@ -13,9 +13,9 @@ typedef void (*RightsCallback)(void *object, int32 offset, int32 size, uint32 da
struct Plugin
{
int offset;
int size;
uint id;
int32 offset;
int32 size;
uint32 id;
Constructor constructor;
Destructor destructor;
CopyConstructor copy;
@ -29,8 +29,8 @@ struct Plugin
template <typename T>
struct PluginBase
{
static int s_defaultSize;
static int s_size;
static int32 s_defaultSize;
static int32 s_size;
static Plugin *s_plugins;
void constructPlugins(void);
@ -41,12 +41,12 @@ struct PluginBase
int streamGetPluginSize(void);
void assertRights(uint32 pluginID, uint32 data);
static int registerPlugin(int size, uint id,
static int registerPlugin(int32 size, uint32 id,
Constructor, Destructor, CopyConstructor);
static int registerPluginStream(uint id,
static int registerPluginStream(uint32 id,
StreamRead, StreamWrite, StreamGetSize);
static int setStreamRightsCallback(uint id, RightsCallback cb);
static int getPluginOffset(uint id);
static int setStreamRightsCallback(uint32 id, RightsCallback cb);
static int getPluginOffset(uint32 id);
static void *operator new(size_t size);
static void operator delete(void *p);
};
@ -118,11 +118,11 @@ PluginBase<T>::streamWritePlugins(Stream *stream)
}
}
template <typename T> int
template <typename T> int32
PluginBase<T>::streamGetPluginSize(void)
{
int size = 0;
int plgsize;
int32 size = 0;
int32 plgsize;
for(Plugin *p = this->s_plugins; p; p = p->next)
if(p->getSize &&
(plgsize = p->getSize(this, p->offset, p->size)) >= 0)
@ -142,8 +142,8 @@ PluginBase<T>::assertRights(uint32 pluginID, uint32 data)
}
}
template <typename T> int
PluginBase<T>::registerPlugin(int size, uint id,
template <typename T> int32
PluginBase<T>::registerPlugin(int32 size, uint32 id,
Constructor ctor, Destructor dtor, CopyConstructor cctor)
{
Plugin *p = new Plugin;
@ -165,8 +165,8 @@ PluginBase<T>::registerPlugin(int size, uint id,
return p->offset;
}
template <typename T> int
PluginBase<T>::registerPluginStream(uint id,
template <typename T> int32
PluginBase<T>::registerPluginStream(uint32 id,
StreamRead read, StreamWrite write, StreamGetSize getSize)
{
for(Plugin *p = PluginBase<T>::s_plugins; p; p = p->next)
@ -179,8 +179,8 @@ PluginBase<T>::registerPluginStream(uint id,
return -1;
}
template <typename T> int
PluginBase<T>::setStreamRightsCallback(uint id, RightsCallback cb)
template <typename T> int32
PluginBase<T>::setStreamRightsCallback(uint32 id, RightsCallback cb)
{
for(Plugin *p = PluginBase<T>::s_plugins; p; p = p->next)
if(p->id == id){
@ -190,8 +190,8 @@ PluginBase<T>::setStreamRightsCallback(uint id, RightsCallback cb)
return -1;
}
template <typename T> int
PluginBase<T>::getPluginOffset(uint id)
template <typename T> int32
PluginBase<T>::getPluginOffset(uint32 id)
{
for(Plugin *p = PluginBase<T>::s_plugins; p; p = p->next)
if(p->id == id)

View File

@ -33,14 +33,37 @@ void writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
int32 getSizeNativeData(void *object, int32, int32);
void registerNativeDataPlugin(void);
class ObjPipeline : public rw::ObjPipeline
{
public:
void (*instanceCB)(Geometry *geo, InstanceDataHeader *header);
void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header);
ObjPipeline(uint32 platform);
virtual void instance(Atomic *atomic);
virtual void uninstance(Atomic *atomic);
};
ObjPipeline *makeDefaultPipeline(void);
// Skin plugin
void readNativeSkin(Stream *stream, int32, void *object, int32 offset);
void writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset);
int32 getSizeNativeSkin(void *object, int32 offset);
ObjPipeline *makeSkinPipeline(void);
ObjPipeline *makeMatFXPipeline(void);
// Vertex Format plugin
extern uint32 vertexFormatSizes[6];
uint32 *getVertexFmt(Geometry *g);
uint32 makeVertexFmt(int32 flags, uint32 numTexSets);
uint32 getVertexFmtStride(uint32 fmt);
void registerVertexFormatPlugin(void);
}

View File

@ -16,6 +16,11 @@ using namespace std;
namespace rw {
namespace xbox {
enum {
D3DPT_TRIANGLELIST = 5,
D3DPT_TRIANGLESTRIP = 6,
};
void*
destroyNativeData(void *object, int32, int32)
{
@ -24,6 +29,7 @@ destroyNativeData(void *object, int32, int32)
assert(geometry->instData->platform == PLATFORM_XBOX);
InstanceDataHeader *header =
(InstanceDataHeader*)geometry->instData;
// TODO
delete header;
return object;
}
@ -84,12 +90,11 @@ writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
assert(geometry->instData != NULL);
assert(geometry->instData->platform == PLATFORM_XBOX);
stream->writeU32(PLATFORM_XBOX);
assert(rw::version >= 0x35000 && "can't write native Xbox data < 0x35000");
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
// we just fill header->data and write that
uint8 *p = header->data+0x18;
//uint8 *end = (uint8*)header->begin->indexBuffer;
//memset(p, 0xAB, end-p);
*(int32*)p = header->size; p += 4;
*(uint16*)p = header->serialNumber; p += 2;
*(uint16*)p = header->numMeshes; p += 2;
@ -137,6 +142,124 @@ registerNativeDataPlugin(void)
getSizeNativeData);
}
ObjPipeline::ObjPipeline(uint32 platform)
: rw::ObjPipeline(platform),
instanceCB(NULL), uninstanceCB(NULL) { }
void
ObjPipeline::instance(Atomic *atomic)
{
Geometry *geo = atomic->geometry;
if(geo->geoflags & Geometry::NATIVE)
return;
geo->geoflags |= Geometry::NATIVE;
InstanceDataHeader *header = new InstanceDataHeader;
MeshHeader *meshh = geo->meshHeader;
geo->instData = header;
header->platform = PLATFORM_XBOX;
header->size = 0x24 + meshh->numMeshes*0x18 + 0x10;
Mesh *mesh = meshh->mesh;
for(uint32 i = 0; i < meshh->numMeshes; i++)
header->size += (mesh++->numIndices*2 + 0xF) & ~0xF;
// The 0x18 byte are the resentryheader.
// We don't have it but it's used for alignment.
header->data = new uint8[header->size + 0x18];
header->serialNumber = 0;
header->numMeshes = meshh->numMeshes;
header->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST;
header->numVertices = geo->numVertices;
header->vertexAlpha = 0;
// set by the instanceCB
header->stride = 0;
header->vertexBuffer = NULL;
InstanceData *inst = new InstanceData[header->numMeshes];
header->begin = inst;
mesh = meshh->mesh;
uint8 *indexbuf = (uint8*)header->data + ((0x18 + 0x24 + header->numMeshes*0x18 + 0xF)&~0xF);
for(uint32 i = 0; i < header->numMeshes; i++){
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
&inst->minVert, (uint32*)&inst->numVertices);
inst->numIndices = mesh->numIndices;
inst->indexBuffer = indexbuf;
memcpy(inst->indexBuffer, mesh->indices, inst->numIndices*sizeof(uint16));
indexbuf += (inst->numIndices*2 + 0xF) & ~0xF;
inst->material = mesh->material;
inst->vertexShader = 0; // TODO?
mesh++;
inst++;
}
header->end = inst;
this->instanceCB(geo, header);
}
void
ObjPipeline::uninstance(Atomic *atomic)
{
assert(0 && "can't uninstance");
}
int v3dFormatMap[] = {
-1, VERT_BYTE3, VERT_SHORT3, VERT_NORMSHORT3, VERT_COMPNORM, VERT_FLOAT3
};
int v2dFormatMap[] = {
-1, VERT_BYTE2, VERT_SHORT2, VERT_NORMSHORT2, VERT_COMPNORM, VERT_FLOAT2
};
void
defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
uint32 *vertexFmt = getVertexFmt(geo);
if(*vertexFmt == 0)
*vertexFmt = makeVertexFmt(geo->geoflags, geo->numTexCoordSets);
header->stride = getVertexFmtStride(*vertexFmt);
header->vertexBuffer = new uint8[header->stride*header->numVertices];
uint32 offset = 0;
uint8 *dst = (uint8*)header->vertexBuffer;
uint32 fmt = *vertexFmt;
uint32 sel = fmt & 0xF;
instV3d(v3dFormatMap[sel], dst, geo->morphTargets[0].vertices,
header->numVertices, header->stride);
dst += sel == 4 ? 4 : 3*vertexFormatSizes[sel];
sel = (fmt >> 4) & 0xF;
if(sel){
instV3d(v3dFormatMap[sel], dst, geo->morphTargets[0].normals,
header->numVertices, header->stride);
dst += sel == 4 ? 4 : 3*vertexFormatSizes[sel];
}
if(fmt & 0x1000000){
header->vertexAlpha = instColor(VERT_ARGB, dst, geo->colors,
header->numVertices, header->stride);
dst += 4;
}
for(int i = 0; i < 4; i++){
sel = (fmt >> (i*4 + 8)) & 0xF;
if(sel == 0)
break;
instV2d(v2dFormatMap[sel], dst, geo->texCoords[i],
header->numVertices, header->stride);
dst += sel == 4 ? 4 : 2*vertexFormatSizes[sel];
}
if(fmt & 0xE000000)
assert(0 && "can't instance tangents or whatever it is");
}
ObjPipeline*
makeDefaultPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = defaultInstanceCB;
return pipe;
}
// Skin plugin
struct NativeSkin
@ -213,14 +336,87 @@ getSizeNativeSkin(void *object, int32 offset)
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
if(skin == NULL)
return -1;
assert(skin->platformData);
if(skin->platformData == NULL)
return -1;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
return 12 + 8 + 2*256*4 + 4*4 +
natskin->stride*geometry->numVertices + skin->numBones*64 + 12;
}
void
skinInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultInstanceCB(geo, header);
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = skinInstanceCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = defaultInstanceCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Vertex Format Plugin
static int32 vertexFmtOffset;
uint32 vertexFormatSizes[6] = {
0, 1, 2, 2, 4, 4
};
uint32*
getVertexFmt(Geometry *g)
{
return PLUGINOFFSET(uint32, g, vertexFmtOffset);
}
uint32
makeVertexFmt(int32 flags, uint32 numTexSets)
{
if(numTexSets > 4)
numTexSets = 4;
uint32 fmt = 0x5; // FLOAT3
if(flags & Geometry::NORMALS)
fmt |= 0x40; // NORMPACKED3
for(uint32 i = 0; i < numTexSets; i++)
fmt |= 0x500 << i*4; // FLOAT2
if(flags & Geometry::PRELIT)
fmt |= 0x1000000; // D3DCOLOR
return fmt;
}
uint32
getVertexFmtStride(uint32 fmt)
{
uint32 stride = 0;
uint32 v = fmt & 0xF;
uint32 n = (fmt >> 4) & 0xF;
stride += v == 4 ? 4 : 3*vertexFormatSizes[v];
stride += n == 4 ? 4 : 3*vertexFormatSizes[n];
if(fmt & 0x1000000)
stride += 4;
for(int i = 0; i < 4; i++){
uint32 t = (fmt >> (i*4 + 8)) & 0xF;
stride += t == 4 ? 4 : 2*vertexFormatSizes[t];
}
if(fmt & 0xE000000)
stride += 8;
return stride;
}
static void*
createVertexFmt(void *object, int32 offset, int32)
{
@ -239,9 +435,8 @@ static void
readVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
{
uint32 fmt = stream->readU32();
// printf("vertexfmt: %X\n", fmt);
*PLUGINOFFSET(uint32, object, offset) = fmt;
// TODO: create and attach "vertex shader"
// TODO: ? create and attach "vertex shader"
}
static void
@ -253,14 +448,15 @@ writeVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
static int32
getSizeVertexFmt(void*, int32, int32)
{
// TODO: make dependent on platform
if(rw::platform != PLATFORM_XBOX)
return -1;
return 4;
}
void
registerVertexFormatPlugin(void)
{
Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT,
vertexFmtOffset = Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT,
createVertexFmt, NULL, copyVertexFmt);
Geometry::registerPluginStream(ID_VERTEXFMT,
readVertexFmt,

169
tools/d3d9/camera.cpp Normal file
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@ -0,0 +1,169 @@
#include "math/math.h"
#include "camera.h"
using namespace std;
void
Camera::look(void)
{
projMat = Mat4::perspective(fov, aspectRatio, n, f);
viewMat = Mat4::lookat(position, target, up);
// state->mat4(PMAT,true)->val = Mat4::perspective(fov, aspectRatio, n, f);
// Mat4 mv = Mat4::lookat(position, target, up);
// state->mat4(MVMAT, true)->val = mv;
// state->mat3(NORMALMAT, true)->val = Mat3(mv);
}
void
Camera::setPosition(Vec3 q)
{
position = q;
}
Vec3
Camera::getPosition(void)
{
return position;
}
void
Camera::setTarget(Vec3 q)
{
position -= target - q;
target = q;
}
Vec3
Camera::getTarget(void)
{
return target;
}
float
Camera::getHeading(void)
{
Vec3 dir = target - position;
float a = atan2(dir.y, dir.x)-PI/2.0f;
return local_up.z < 0.0f ? a-PI : a;
}
void
Camera::turn(float yaw, float pitch)
{
yaw /= 2.0f;
pitch /= 2.0f;
Quat dir = Quat(target - position);
Quat r(cos(yaw), 0.0f, 0.0f, sin(yaw));
dir = r*dir*r.K();
local_up = Vec3(r*Quat(local_up)*r.K());
Quat right = dir.wedge(Quat(local_up)).U();
r = Quat(cos(pitch), right*sin(pitch));
dir = r*dir*r.K();
local_up = Vec3(right.wedge(dir).U());
if(local_up.z >=0) up.z = 1;
else up.z = -1;
target = position + Vec3(dir);
}
void
Camera::orbit(float yaw, float pitch)
{
yaw /= 2.0f;
pitch /= 2.0f;
Quat dir = Quat(target - position);
Quat r(cos(yaw), 0.0f, 0.0f, sin(yaw));
dir = r*dir*r.K();
local_up = Vec3(r*Quat(local_up)*r.K());
Quat right = dir.wedge(Quat(local_up)).U();
r = Quat(cos(-pitch), right*sin(-pitch));
dir = r*dir*r.K();
local_up = Vec3(right.wedge(dir).U());
if(local_up.z >=0) up.z = 1;
else up.z = -1;
position = target - Vec3(dir);
}
void
Camera::dolly(float dist)
{
Vec3 dir = (target - position).normalized()*dist;
position += dir;
target += dir;
}
void
Camera::zoom(float dist)
{
Vec3 dir = target - position;
float curdist = dir.norm();
if(dist >= curdist)
dist = curdist-0.01f;
dir = dir.normalized()*dist;
position += dir;
}
void
Camera::pan(float x, float y)
{
Vec3 dir = (target-position).normalized();
Vec3 right = dir.cross(up).normalized();
// Vec3 local_up = right.cross(dir).normalized();
dir = right*x + local_up*y;
position += dir;
target += dir;
}
float
Camera::sqDistanceTo(Vec3 q)
{
return (position - q).normsq();
}
float
Camera::distanceTo(Vec3 q)
{
return (position - q).norm();
}
void
Camera::setFov(float f)
{
fov = f;
}
float
Camera::getFov(void)
{
return fov;
}
void
Camera::setAspectRatio(float r)
{
aspectRatio = r;
}
void
Camera::setNearFar(float n, float f)
{
this->n = n;
this->f = f;
}
Camera::Camera()
{
position = Vec3(0.0f, 6.0f, 0.0f);
target = Vec3(0.0f, 0.0f, 0.0f);
local_up = up = Vec3(0.0f, 0.0f, 1.0f);
fov = 70.0f;
aspectRatio = 1.0f;
n = 0.1f;
f = 100.0f;
}

37
tools/d3d9/camera.h Normal file
View File

@ -0,0 +1,37 @@
class Camera
{
private:
Vec3 position;
Vec3 target;
Vec3 up;
Vec3 local_up;
float fov, aspectRatio;
float n, f;
public:
Mat4 projMat;
Mat4 viewMat;
void setPosition(Vec3 q);
Vec3 getPosition(void);
void setTarget(Vec3 q);
Vec3 getTarget(void);
float getHeading(void);
void turn(float yaw, float pitch);
void orbit(float yaw, float pitch);
void dolly(float dist);
void zoom(float dist);
void pan(float x, float y);
void setFov(float f);
float getFov(void);
void setAspectRatio(float r);
void setNearFar(float n, float f);
void look(void);
float distanceTo(Vec3 q);
float sqDistanceTo(Vec3 q);
Camera(void);
};

119
tools/d3d9/d3d9.vcxproj Normal file
View File

@ -0,0 +1,119 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug - null|Win32">
<Configuration>Debug - null</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{E5D477C8-4CAF-43BF-B7E3-6689503D469F}</ProjectGuid>
<RootNamespace>d3d9</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);$(SolutionDir)</IncludePath>
<LibraryPath>$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);$(SolutionDir)$(Configuration)</LibraryPath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - null|Win32'">
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);$(SolutionDir)</IncludePath>
<LibraryPath>$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);$(SolutionDir)$(Configuration)</LibraryPath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);$(SolutionDir)</IncludePath>
<LibraryPath>$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);$(SolutionDir)$(Configuration)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;RW_D3D9;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
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</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
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<WarningLevel>Level3</WarningLevel>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<ClCompile Include="camera.cpp" />
<ClCompile Include="d3dInit.cpp" />
<ClCompile Include="d3dUtility.cpp" />
<ClCompile Include="math.cpp" />
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<ClInclude Include="camera.h" />
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362
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#include "d3dUtility.h"
#include <DirectXMath.h>
using namespace DirectX;
#include <rw.h>
#include <src/gtaplg.h>
#include "math/math.h"
#include "camera.h"
IDirect3DDevice9 *Device = 0;
Camera *camera;
namespace rw {
namespace d3d9 {
int32 nativeRasterOffset;
struct D3d9Raster {
IDirect3DTexture9 *texture;
};
static void*
createNativeRaster(void *object, int32 offset, int32)
{
D3d9Raster *raster = PLUGINOFFSET(D3d9Raster, object, offset);
raster->texture = NULL;
return object;
}
static void*
destroyNativeRaster(void *object, int32 offset, int32)
{
// TODO:
return object;
}
static void*
copyNativeRaster(void *dst, void *, int32 offset, int32)
{
D3d9Raster *raster = PLUGINOFFSET(D3d9Raster, dst, offset);
raster->texture = NULL;
return dst;
}
void
registerNativeRaster(void)
{
nativeRasterOffset = Raster::registerPlugin(sizeof(D3d9Raster),
0x12340002,
createNativeRaster,
destroyNativeRaster,
copyNativeRaster);
}
void
createTexture(Texture *tex)
{
D3d9Raster *raster = PLUGINOFFSET(D3d9Raster, tex->raster, nativeRasterOffset);
int32 w, h;
w = tex->raster->width;
h = tex->raster->height;
assert((tex->raster->format & 0xF00) == Raster::C8888);
IDirect3DTexture9 *texture;
Device->CreateTexture(w, h, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
D3DLOCKED_RECT lr;
texture->LockRect(0, &lr, 0, 0);
DWORD *dst = (DWORD*)lr.pBits;
uint8 *src = tex->raster->texels;
for(int i = 0; i < h; i++){
for(int j = 0; j < w; j++){
dst[j] = D3DCOLOR_ARGB(src[3], src[0], src[1], src[2]);
src += 4;
}
dst += lr.Pitch/4;
}
texture->UnlockRect(0);
raster->texture = texture;
}
void
setTexture(Texture *tex)
{
static DWORD filternomip[] = {
0, D3DTEXF_POINT, D3DTEXF_LINEAR,
D3DTEXF_POINT, D3DTEXF_LINEAR,
D3DTEXF_POINT, D3DTEXF_LINEAR
};
static DWORD wrap[] = {
0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR,
D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER
};
D3d9Raster *raster = PLUGINOFFSET(D3d9Raster, tex->raster, nativeRasterOffset);
if(tex->raster){
if(raster->texture == NULL)
createTexture(tex);
Device->SetTexture(0, raster->texture);
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, filternomip[tex->filterAddressing & 0xFF]);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, filternomip[tex->filterAddressing & 0xFF]);
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap[(tex->filterAddressing >> 8) & 0xF]);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap[(tex->filterAddressing >> 12) & 0xF]);
}else
Device->SetTexture(0, NULL);
}
void
setMaterial(Material *mat)
{
D3DMATERIAL9 mat9;
D3DCOLORVALUE black = { 0, 0, 0, 0 };
float ambmult = mat->surfaceProps[0]/255.0f;
float diffmult = mat->surfaceProps[2]/255.0f;
mat9.Ambient.r = mat->color[0]*ambmult;
mat9.Ambient.g = mat->color[1]*ambmult;
mat9.Ambient.b = mat->color[2]*ambmult;
mat9.Ambient.a = mat->color[3]*ambmult;
mat9.Diffuse.r = mat->color[0]*diffmult;
mat9.Diffuse.g = mat->color[1]*diffmult;
mat9.Diffuse.b = mat->color[2]*diffmult;
mat9.Diffuse.a = mat->color[3]*diffmult;
mat9.Power = 0.0f;
mat9.Emissive = black;
mat9.Specular = black;
Device->SetMaterial(&mat9);
}
void
drawAtomic(Atomic *atomic)
{
Geometry *geo = atomic->geometry;
if((geo->geoflags & Geometry::NATIVE) == 0)
return;
InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
atomic->frame->updateLTM();
Device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)atomic->frame->ltm);
Device->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
Device->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
Device->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
if(inst->material->texture)
setTexture(inst->material->texture);
else
Device->SetTexture(0, NULL);
setMaterial(inst->material);
Device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
Device->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
Device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
if(geo->geoflags & Geometry::PRELIT)
Device->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
Device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
0/*inst->minVert*/, inst->numVertices,
inst->startIndex, inst->numPrimitives);
inst++;
}
}
}
}
rw::Clump *clump;
void
initrw(void)
{
rw::currentTexDictionary = new rw::TexDictionary;
rw::Image::setSearchPath("D:\\rockstargames\\ps2\\gta3\\MODELS\\gta3_archive\\txd_extracted\\;D:\\rockstargames\\ps2\\gtavc\\MODELS\\gta3_archive\\txd_extracted\\;D:\\rockstargames\\ps2\\gtasa\\models\\gta3_archive\\txd_extracted\\");
gta::registerEnvSpecPlugin();
rw::registerMatFXPlugin();
rw::registerMaterialRightsPlugin();
rw::registerAtomicRightsPlugin();
rw::registerHAnimPlugin();
gta::registerNodeNamePlugin();
gta::registerExtraNormalsPlugin();
gta::registerBreakableModelPlugin();
gta::registerExtraVertColorPlugin();
rw::ps2::registerADCPlugin();
rw::ps2::registerPDSPlugin();
rw::registerSkinPlugin();
rw::xbox::registerVertexFormatPlugin();
rw::registerNativeDataPlugin();
rw::registerMeshPlugin();
rw::Atomic::init();
rw::d3d9::registerNativeRaster();
rw::d3d9::device = Device;
char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff";
// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\player.dff";
// char *filename = "C:\\gtasa\\test\\hanger.dff";
// char *filename = "C:\\Users\\aap\\Desktop\\tmp\\out.dff";
// char *filename = "out.dff";
rw::StreamFile in;
if(in.open(filename, "rb") == NULL){
MessageBox(0, "couldn't open file\n", 0, 0);
printf("couldn't open file\n");
}
rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL);
clump = rw::Clump::streamRead(&in);
assert(clump);
in.close();
for(int i = 0; i < clump->numAtomics; i++){
rw::Atomic *a = clump->atomicList[i];
a->getPipeline()->instance(a);
}
// rw::StreamFile out;
// out.open("out2.dff", "wb");
// clump->streamWrite(&out);
// out.close();
}
bool
Setup()
{
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;
initrw();
Device->SetRenderState(D3DRS_LIGHTING, true);
Device->SetLight(0, &light);
Device->LightEnable(0, 1);
Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
Device->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
Device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
camera = new Camera;
camera->setAspectRatio(640.0f/480.0f);
camera->setNearFar(0.1f, 250.0f);
camera->setTarget(Vec3(0.0f, 0.0f, 0.0f));
// camera->setPosition(Vec3(0.0f, 5.0f, 0.0f));
camera->setPosition(Vec3(0.0f, -5.0f, 0.0f));
// camera->setPosition(Vec3(0.0f, -1.0f, 3.0f));
return true;
}
void
Cleanup()
{
}
bool
Display(float timeDelta)
{
if(Device == NULL)
return true;
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
0xff808080, 1.0f, 0);
Device->BeginScene();
camera->look();
Device->SetTransform(D3DTS_VIEW, (D3DMATRIX*)camera->viewMat.cr);
Device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)camera->projMat.cr);
for(rw::int32 i = 0; i < clump->numAtomics; i++){
char *name = PLUGINOFFSET(char, clump->atomicList[i]->frame,
gta::nodeNameOffset);
if(strstr(name, "_dam") || strstr(name, "_vlo"))
continue;
rw::d3d9::drawAtomic(clump->atomicList[i]);
}
Device->EndScene();
Device->Present(0, 0, 0, 0);
return true;
}
LRESULT CALLBACK
d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg){
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam){
case 'W':
camera->orbit(0.0f, 0.1f);
break;
case 'S':
camera->orbit(0.0f, -0.1f);
break;
case 'A':
camera->orbit(-0.1f, 0.0f);
break;
case 'D':
camera->orbit(0.1f, 0.0f);
break;
case 'R':
camera->zoom(0.1f);
break;
case 'F':
camera->zoom(-0.1f);
break;
case VK_ESCAPE:
DestroyWindow(hwnd);
break;
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI
WinMain(HINSTANCE hinstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
/* AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);*/
if(!d3d::InitD3D(hinstance, 640, 480, true, D3DDEVTYPE_HAL, &Device)){
MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup()){
MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop(Display);
Cleanup();
Device->Release();
return 0;
}

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tools/d3d9/d3dUtility.cpp Normal file
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#include "d3dUtility.h"
bool
d3d::InitD3D(HINSTANCE hInstance,
int width, int height,
bool windowed,
D3DDEVTYPE deviceType,
IDirect3DDevice9 **device)
{
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)d3d::WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = "Direct3D9App";
if(!RegisterClass(&wc)){
MessageBox(0, "RegisterClass() - FAILED", 0, 0);
return false;
}
HWND hwnd = 0;
hwnd = CreateWindow("Direct3D9App", "Direct3D9App",
WS_BORDER | WS_CAPTION | WS_SYSMENU |
WS_MINIMIZEBOX | WS_MAXIMIZEBOX,
0, 0, width, height, 0, 0, hInstance, 0);
if(!hwnd){
MessageBox(0, "CreateWindow() - FAILED", 0, 0);
return false;
}
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
HRESULT hr = 0;
IDirect3D9 *d3d9 = 0;
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if(!d3d9){
MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
return false;
}
D3DCAPS9 caps;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
int vp = 0;
if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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 = hwnd;
d3dpp.Windowed = windowed;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, deviceType, hwnd,
vp, &d3dpp, device);
if(FAILED(hr)){
// try again using a 16-bit depth buffer
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, deviceType,
hwnd, vp, &d3dpp, device);
if(FAILED(hr)){
d3d9->Release();
MessageBox(0, "CreateDevice() - FAILED", 0, 0);
return false;
}
}
d3d9->Release();
return true;
}
int
d3d::EnterMsgLoop(bool (*ptr_display)(float timeDelta))
{
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
static float lastTime = (float)timeGetTime();
while(msg.message != WM_QUIT){
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}else{
float currTime = (float)timeGetTime();
float timeDelta = (currTime - lastTime)*0.001f;
ptr_display(timeDelta);
lastTime = currTime;
}
}
return msg.wParam;
}

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#include <d3d9.h>
#include <string>
namespace d3d
{
bool InitD3D(HINSTANCE hInstance, int width, int height, bool windowed,
D3DDEVTYPE deviceType, IDirect3DDevice9 **device);
int EnterMsgLoop(bool (*ptr_display)(float timeDelta));
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
/*
template<class T> void Release(T t)
{
if(t){
t->Release();
t = 0;
}
}
template<class T> void Delete(T t)
{
if(t){
delete t;
t = 0;
}
}
*/
}

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tools/d3d9/math.cpp Normal file

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#ifndef MATH_CONVERSION_H
#define MATH_CONVERSION_H
Vec3::Vec3(const Vec4 &v)
: x(v.x), y(v.y), z(v.z)
{
}
Vec3::Vec3(const Quat &q)
: x(q.x), y(q.y), z(q.z)
{
}
Vec4::Vec4(const Vec3 &v, float w)
: x(v.x), y(v.y), z(v.z), w(w)
{
}
Vec4::Vec4(const Quat &q)
: x(q.x), y(q.y), z(q.z), w(q.w)
{
}
Quat::Quat(const Vec3 &v)
: x(v.x), y(v.y), z(v.z)
{
}
Quat::Quat(float w, const Vec3 &v)
: w(w), x(v.x), y(v.y), z(v.z)
{
}
Quat::Quat(const Vec4 &v)
: w(v.w), x(v.x), y(v.y), z(v.z)
{
}
Mat3::Mat3(const Mat4 &m)
{
for(int i = 0; i < 3; i++)
for(int j = 0; j < 3; j++)
this->e[i][j] = m.e[i][j];
}
Mat4::Mat4(const Mat3 &m)
{
for(int i = 0; i < 3; i++)
for(int j = 0; j < 3; j++)
this->e[i][j] = m.e[i][j];
this->e[0][3] = 0.0f;
this->e[1][3] = 0.0f;
this->e[2][3] = 0.0f;
this->e[3][3] = 1.0f;
this->e[3][2] = 0.0f;
this->e[3][1] = 0.0f;
this->e[3][0] = 0.0f;
}
Mat4
Mat4::rotation(const Quat &v)
{
Mat4 m(1.0f);
m.e[0][0] = v.w*v.w + v.x*v.x - v.y*v.y - v.z*v.z;
m.e[1][0] = 2*v.x*v.y - 2*v.w*v.z;
m.e[2][0] = 2*v.w*v.y + 2*v.x*v.z;
m.e[0][1] = 2*v.w*v.z + 2*v.x*v.y;
m.e[1][1] = v.w*v.w - v.x*v.x + v.y*v.y - v.z*v.z;
m.e[2][1] = 2*v.y*v.z - 2*v.w*v.x;
m.e[0][2] = 2*v.x*v.z - 2*v.w*v.y;
m.e[1][2] = 2*v.w*v.x + 2*v.y*v.z;
m.e[2][2] = v.w*v.w - v.x*v.x - v.y*v.y + v.z*v.z;
return m;
}
Mat3
Mat3::rotation(const Quat &v)
{
Mat3 m(1.0f);
m.e[0][0] = v.w*v.w + v.x*v.x - v.y*v.y - v.z*v.z;
m.e[1][0] = 2*v.x*v.y - 2*v.w*v.z;
m.e[2][0] = 2*v.w*v.y + 2*v.x*v.z;
m.e[0][1] = 2*v.w*v.z + 2*v.x*v.y;
m.e[1][1] = v.w*v.w - v.x*v.x + v.y*v.y - v.z*v.z;
m.e[2][1] = 2*v.y*v.z - 2*v.w*v.x;
m.e[0][2] = 2*v.x*v.z - 2*v.w*v.y;
m.e[1][2] = 2*v.w*v.x + 2*v.y*v.z;
m.e[2][2] = v.w*v.w - v.x*v.x - v.y*v.y + v.z*v.z;
return m;
}
#endif

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tools/d3d9/math/dquat.h Normal file
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#ifndef MATH_DQUAT_H
#define MATH_DQUAT_H
#include <iostream>
#include <cmath>
class Vec3;
class Vec4;
class DQuat {
public:
Quat q1, q2;
DQuat(void);
DQuat(const Quat &q1, const Quat &q2);
DQuat operator-(void) const;
DQuat operator+(const DQuat &rhs) const;
DQuat operator-(const DQuat &rhs) const;
DQuat operator*(const DQuat &rhs) const;
DQuat operator*(float rhs) const;
DQuat operator/(float rhs) const;
DQuat &operator+=(const DQuat &rhs);
DQuat &operator-=(const DQuat &rhs);
DQuat &operator*=(const DQuat &rhs);
DQuat &operator*=(float rhs);
DQuat &operator/=(float rhs);
bool operator==(const DQuat &rhs) const;
bool operator!=(const DQuat &rhs) const;
// DQuat inv(void) const;
DQuat K(void) const; /* conjugate */
// DQuat S(void) const; /* scalar */
// DQuat V(void) const; /* vector */
// float T(void) const; /* tensor */
// float N(void) const; /* norm = tensor^2 */
// DQuat U(void) const; /* versor */
// DQuat wedge(const Quat &rhs) const;
// float inner(const Quat &rhs) const;
// DQuat slerp(const Quat &rhs, float t) const;
void print(std::ostream &of) const;
};
#endif

43
tools/d3d9/math/mat3.h Normal file
View File

@ -0,0 +1,43 @@
#ifndef MATH_MATRIX3_H
#define MATH_MATRIX3_H
#include <iostream>
#include <cmath>
class Mat4;
class Mat3 {
public:
union {
float e[3][3];
float cr[9];
};
Mat3(void);
Mat3(float f);
Mat3(float *f);
Mat3(float e00, float e10, float e20,
float e01, float e11, float e21,
float e02, float e12, float e22);
Mat3(const Mat4 &m);
float *ptr(void);
static Mat3 rotation(float theta, const Vec3 &v);
static Mat3 rotation(const Quat &v);
static Mat3 scale(const Vec3 &v);
Mat3 transpose(void) const;
Mat3 operator+(const Mat3 &rhs) const;
Mat3 operator-(const Mat3 &rhs) const;
Mat3 operator*(float rhs) const;
Mat3 operator/(float rhs) const;
Mat3 operator*(const Mat3 &rhs) const;
Vec3 operator*(const Vec3 &rhs) const;
Mat3 &operator+=(const Mat3 &rhs);
Mat3 &operator-=(const Mat3 &rhs);
Mat3 &operator*=(float rhs);
Mat3 &operator/=(float rhs);
Mat3 &operator*=(const Mat3 &rhs);
void print(std::ostream &of) const;
};
#endif

52
tools/d3d9/math/mat4.h Normal file
View File

@ -0,0 +1,52 @@
#ifndef MATH_MATRIX4_H
#define MATH_MATRIX4_H
#include <iostream>
#include <cmath>
class Mat3;
class Mat4 {
public:
union {
float e[4][4];
float cr[16];
};
Mat4(void);
Mat4(float f);
Mat4(float *f);
Mat4(float e00, float e10, float e20, float e30,
float e01, float e11, float e21, float e31,
float e02, float e12, float e22, float e32,
float e03, float e13, float e23, float e33);
Mat4(const Mat3 &m);
float *ptr(void);
static Mat4 perspective(float fov, float aspect, float n, float f);
static Mat4 frustum(float l, float r, float b, float t,
float n, float f);
static Mat4 ortho(float l, float r, float b, float t,
float n, float f);
static Mat4 lookat(const Vec3 &pos, const Vec3 &target, const Vec3 &up);
static Mat4 translation(const Vec3 &v);
static Mat4 rotation(float theta, const Vec3 &v);
static Mat4 rotation(const Quat &q);
static Mat4 transrot(const DQuat &q);
static Mat4 scale(const Vec3 &v);
Mat4 transpose(void) const;
Mat4 operator+(const Mat4 &rhs) const;
Mat4 operator-(const Mat4 &rhs) const;
Mat4 operator*(float rhs) const;
Mat4 operator/(float rhs) const;
Mat4 operator*(const Mat4 &rhs) const;
Vec4 operator*(const Vec4 &rhs) const;
Mat4 &operator+=(const Mat4 &rhs);
Mat4 &operator-=(const Mat4 &rhs);
Mat4 &operator*=(float rhs);
Mat4 &operator/=(float rhs);
Mat4 &operator*=(const Mat4 &rhs);
void print(std::ostream &of) const;
};
#endif

21
tools/d3d9/math/math.h Normal file
View File

@ -0,0 +1,21 @@
#ifndef MATH_H
#define MATH_H
#include "vec3.h"
#include "vec4.h"
#include "quat.h"
#include "dquat.h"
#include "mat3.h"
#include "mat4.h"
std::ostream &operator<<(std::ostream& of, const Vec3 &v);
std::ostream &operator<<(std::ostream& of, const Vec4 &v);
std::ostream &operator<<(std::ostream& of, const Quat &v);
std::ostream &operator<<(std::ostream& of, const DQuat &v);
std::ostream &operator<<(std::ostream& of, const Mat3 &v);
std::ostream &operator<<(std::ostream& of, const Mat4 &v);
#define PI 3.14159265359f
#endif

54
tools/d3d9/math/quat.h Normal file
View File

@ -0,0 +1,54 @@
#ifndef MATH_QUAT_H
#define MATH_QUAT_H
#include <iostream>
#include <cmath>
class Vec3;
class Vec4;
class Mat3;
/* Hamilton style */
class Quat {
public:
float w, x, y, z;
Quat(void);
Quat(float w);
Quat(float x, float y, float z);
Quat(float w, float x, float y, float z);
Quat(float w, const Vec3 &v);
Quat(const Vec3 &v);
Quat(const Vec4 &v);
Quat(const Mat3 &m);
float *ptr(void);
Quat operator-(void) const;
Quat operator+(const Quat &rhs) const;
Quat operator-(const Quat &rhs) const;
Quat operator*(const Quat &rhs) const;
Quat operator*(float rhs) const;
Quat operator/(float rhs) const;
Quat &operator+=(const Quat &rhs);
Quat &operator-=(const Quat &rhs);
Quat &operator*=(const Quat &rhs);
Quat &operator*=(float rhs);
Quat &operator/=(float rhs);
bool operator==(const Quat &rhs) const;
bool operator!=(const Quat &rhs) const;
Quat inv(void) const;
Quat K(void) const; /* conjugate */
Quat S(void) const; /* scalar */
Quat V(void) const; /* vector */
float T(void) const; /* tensor */
float N(void) const; /* norm = tensor^2 */
Quat U(void) const; /* versor */
Quat wedge(const Quat &rhs) const;
float inner(const Quat &rhs) const;
Quat lerp(const Quat &rhs, float t) const;
Quat slerp(const Quat &rhs, float t) const;
void print(std::ostream &of) const;
};
#endif

40
tools/d3d9/math/vec3.h Normal file
View File

@ -0,0 +1,40 @@
#ifndef MATH_VECTOR3_H
#define MATH_VECTOR3_H
#include <iostream>
#include <cmath>
class Vec4;
class Quat;
class Vec3 {
public:
float x, y, z;
Vec3(void);
Vec3(float x, float y, float z);
Vec3(float *v);
Vec3(const Vec4 &v);
Vec3(const Quat &q);
float *ptr(void);
Vec3 operator-(void) const;
Vec3 operator+(const Vec3 &rhs) const;
Vec3 operator-(const Vec3 &rhs) const;
Vec3 operator*(float rhs) const;
Vec3 operator/(float rhs) const;
Vec3 &operator+=(const Vec3 &rhs);
Vec3 &operator-=(const Vec3 &rhs);
Vec3 &operator*=(float rhs);
Vec3 &operator/=(float rhs);
bool operator==(const Vec3 &rhs) const;
bool operator!=(const Vec3 &rhs) const;
float norm(void) const;
float normsq(void) const;
Vec3 normalized(void) const;
float dot(const Vec3 &rhs) const;
Vec3 cross(const Vec3 &rhs) const;
void print(std::ostream &of) const;
};
#endif

39
tools/d3d9/math/vec4.h Normal file
View File

@ -0,0 +1,39 @@
#ifndef MATH_VECTOR4_H
#define MATH_VECTOR4_H
#include <iostream>
#include <cmath>
class Vec3;
class Quat;
class Vec4 {
public:
float x, y, z, w;
Vec4(void);
Vec4(float x, float y, float z, float w);
Vec4(float *v);
Vec4(const Vec3 &v, float w = 0.0f);
Vec4(const Quat &w);
float *ptr(void);
Vec4 operator-(void) const;
Vec4 operator+(const Vec4 &rhs) const;
Vec4 operator-(const Vec4 &rhs) const;
Vec4 operator*(float rhs) const;
Vec4 operator/(float rhs) const;
Vec4 &operator+=(const Vec4 &rhs);
Vec4 &operator-=(const Vec4 &rhs);
Vec4 &operator*=(float rhs);
Vec4 &operator/=(float rhs);
bool operator==(const Vec4 &rhs) const;
bool operator!=(const Vec4 &rhs) const;
float norm(void) const;
float normsq(void) const;
Vec4 normalized(void) const;
float dot(const Vec4 &rhs) const;
void print(std::ostream &of) const;
};
#endif

View File

@ -4,8 +4,8 @@
#include <cassert>
#include <new>
#include "../rw.h"
#include "../src/gtaplg.h"
#include <rw.h>
#include <src/gtaplg.h>
using namespace std;
@ -15,6 +15,7 @@ main(int argc, char *argv[])
// rw::version = 0x31000;
// rw::build = 0;
// rw::version = 0x32000;
// rw::version = 0x33002;
// rw::version = 0x30200;
@ -75,9 +76,9 @@ main(int argc, char *argv[])
// ofstream out(argv[2], ios::binary);
// rw::StreamFile out;
// out.open(argv[2], "wb");
data = new rw::uint8[256*1024];
data = new rw::uint8[1024*1024];
rw::StreamMemory out;
out.open(data, 0, 256*1024);
out.open(data, 0, 1024*1024);
c->streamWrite(&out);
cf = fopen(argv[2], "wb");

View File

@ -0,0 +1,112 @@
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View File

@ -4,7 +4,7 @@
#include <cassert>
#include <new>
#include "../rw.h"
#include <rw.h>
using namespace std;
using namespace rw;

View File

@ -0,0 +1,109 @@
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15
tools/insttest.cpp → tools/insttest/insttest.cpp Executable file → Normal file
View File

@ -4,8 +4,8 @@
#include <cassert>
#include <new>
#include "../rw.h"
#include "../src/gtaplg.h"
#include <rw.h>
#include <src/gtaplg.h>
using namespace std;
using namespace rw;
@ -31,13 +31,14 @@ main(int argc, char *argv[])
rw::Atomic::init();
// rw::platform = rw::PLATFORM_PS2;
rw::platform = rw::PLATFORM_OGL;
// rw::platform = rw::PLATFORM_OGL;
rw::platform = rw::PLATFORM_XBOX;
int uninstance = 0;
int arg = 1;
if(argc < 2){
printf("usage: %s [-u] ps2.dff\n", argv[0]);
printf("usage: %s [-u] in.dff\n", argv[0]);
return 0;
}
@ -45,7 +46,7 @@ main(int argc, char *argv[])
uninstance++;
arg++;
if(argc < 3){
printf("usage: %s [-u] ps2.dff\n", argv[0]);
printf("usage: %s [-u] in.dff\n", argv[0]);
return 0;
}
}
@ -85,9 +86,9 @@ main(int argc, char *argv[])
p->instance(a);
}
data = new rw::uint8[512*1024];
data = new rw::uint8[1024*1024];
rw::StreamMemory out;
out.open(data, 0, 512*1024);
out.open(data, 0, 1024*1024);
c->streamWrite(&out);
FILE *cf = fopen("out.dff", "wb");

View File

@ -0,0 +1,112 @@
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