#include "d3dUtility.h" #include using namespace DirectX; #include #include #include "math/math.h" #include "camera.h" IDirect3DDevice9 *Device = 0; Camera *camera; namespace rw { namespace d3d { void createTexture(Texture *tex) { D3dRaster *raster = PLUGINOFFSET(D3dRaster, 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; raster->format = D3DFMT_A8R8G8B8; } void setTexture(Texture *tex) { static DWORD filternomip[] = { 0, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_LINEAR }; static DWORD wrap[] = { 0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER }; D3dRaster *raster = PLUGINOFFSET(D3dRaster, tex->raster, nativeRasterOffset); if(tex->raster){ if(raster->texture == NULL) createTexture(tex); Device->SetTexture(0, (IDirect3DTexture9*)raster->texture); Device->SetSamplerState(0, D3DSAMP_MAGFILTER, filternomip[tex->filterAddressing & 0xFF]); Device->SetSamplerState(0, D3DSAMP_MINFILTER, filternomip[tex->filterAddressing & 0xFF]); Device->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap[(tex->filterAddressing >> 8) & 0xF]); Device->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap[(tex->filterAddressing >> 12) & 0xF]); }else Device->SetTexture(0, NULL); } void setMaterial(Material *mat) { D3DMATERIAL9 mat9; D3DCOLORVALUE black = { 0, 0, 0, 0 }; float ambmult = mat->surfaceProps[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); } } namespace d3d9 { using namespace d3d; 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->numVertices, inst->startIndex, inst->numPrimitives); inst++; } } } namespace d3d8 { using namespace d3d; 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); InstanceData *inst = header->inst; for(uint32 i = 0; i < header->numMeshes; i++){ if(inst->material->texture) setTexture(inst->material->texture); else Device->SetTexture(0, NULL); setMaterial(inst->material); Device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40)); Device->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); Device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); if(geo->geoflags & Geometry::PRELIT) Device->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1); Device->SetFVF(inst->vertexShader); Device->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride); Device->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer); uint32 numPrim = inst->primType == D3DPT_TRIANGLESTRIP ? inst->numIndices-2 : inst->numIndices/3; Device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex, 0, inst->numVertices, 0, numPrim); inst++; } } } } rw::Clump *clump; void (*renderCB)(rw::Atomic*) = NULL; void initrw(void) { gta::attachPlugins(); rw::d3d::registerNativeRaster(); 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\\"); rw::platform = rw::PLATFORM_D3D8; rw::d3d::device = Device; if(0){ char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.txd"; 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_TEXDICTIONARY, NULL, NULL); rw::TexDictionary *txd; txd = rw::TexDictionary::streamRead(&in); assert(txd); in.close(); rw::currentTexDictionary = txd; rw::StreamFile out; out.open("out.txd", "wb"); txd->streamWrite(&out); out.close(); } // char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff"; // char *filename = "D:\\rockstargames\\pc\\gta3\\models\\gta3_archive\\kuruma.dff"; // char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\player.dff"; // char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\od_newscafe_dy.dff"; // char *filename = "D:\\rockstargames\\pc\\gtasa\\models\\gta3_archive\\admiral.dff"; char *filename = "D:\\rockstargames\\pc\\gtasa\\models\\gta3_archive\\lae2_roads89.dff"; // char *filename = "D:\\rockstargames\\pc\\gtasa\\models\\gta3_archive\\casinoblock41_nt.dff"; // char *filename = "D:\\rockstargames\\pc\\gtasa\\models\\cutscene_archive\\csremington92.dff"; // char *filename = "C:\\gtasa\\test\\hanger.dff"; // char *filename = "C:\\Users\\aap\\Desktop\\tmp\\out.dff"; // char *filename = "out2.dff"; // char *filename = "C:\\Users\\aap\\src\\librw\\tools\\insttest\\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]; if(a->pipeline && a->pipeline->platform == rw::PLATFORM_PS2) a->pipeline = NULL; a->getPipeline()->instance(a); } if(rw::platform == rw::PLATFORM_D3D8) renderCB = rw::d3d8::drawAtomic; else if(rw::platform == rw::PLATFORM_D3D9) renderCB = rw::d3d9::drawAtomic; rw::StreamFile out; out.open("out.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, 450.0f); camera->setTarget(Vec3(0.0f, 0.0f, 0.0f)); // camera->setPosition(Vec3(0.0f, 5.0f, 0.0f)); // camera->setPosition(Vec3(0.0f, -70.0f, 0.0f)); camera->setPosition(Vec3(0.0f, -10.0f, 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; renderCB(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; }