mirror of
https://github.com/aap/librw.git
synced 2025-03-13 05:14:43 +00:00
292 lines
8.2 KiB
C++
292 lines
8.2 KiB
C++
#ifdef RW_D3D9
|
|
#ifdef WITH_D3D
|
|
#include <d3d9.h>
|
|
#endif
|
|
#endif
|
|
|
|
namespace rw {
|
|
|
|
#ifdef RW_D3D9
|
|
|
|
#ifdef _WINDOWS_
|
|
struct EngineOpenParams
|
|
{
|
|
HWND window;
|
|
};
|
|
#else
|
|
struct EngineOpenParams
|
|
{
|
|
uint32 please_include_windows_h;
|
|
};
|
|
#endif
|
|
#else
|
|
#ifdef _D3D9_H_
|
|
#error "please don't include d3d9.h for non-d3d9 platforms"
|
|
#endif
|
|
#endif
|
|
|
|
namespace d3d {
|
|
|
|
extern bool32 isP8supported;
|
|
|
|
extern Device renderdevice;
|
|
|
|
#ifdef RW_D3D9
|
|
#ifdef _D3D9_H_
|
|
extern IDirect3DDevice9 *d3ddevice;
|
|
void setD3dMaterial(D3DMATERIAL9 *mat9);
|
|
#endif
|
|
|
|
#define COLOR_ARGB(a, r, g, b) ((rw::uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
|
|
|
|
struct Im3DVertex
|
|
{
|
|
V3d position;
|
|
uint32 color;
|
|
float32 u, v;
|
|
|
|
void setX(float32 x) { this->position.x = x; }
|
|
void setY(float32 y) { this->position.y = y; }
|
|
void setZ(float32 z) { this->position.z = z; }
|
|
void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); }
|
|
void setU(float32 u) { this->u = u; }
|
|
void setV(float32 v) { this->v = v; }
|
|
|
|
float getX(void) { return this->position.x; }
|
|
float getY(void) { return this->position.y; }
|
|
float getZ(void) { return this->position.z; }
|
|
RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF,
|
|
this->color & 0xFF, this->color>>24 & 0xFF); }
|
|
float getU(void) { return this->u; }
|
|
float getV(void) { return this->v; }
|
|
};
|
|
|
|
struct Im2DVertex
|
|
{
|
|
float32 x, y, z;
|
|
float32 q;
|
|
uint32 color;
|
|
float32 u, v;
|
|
|
|
void setScreenX(float32 x) { this->x = x; }
|
|
void setScreenY(float32 y) { this->y = y; }
|
|
void setScreenZ(float32 z) { this->z = z; }
|
|
void setCameraZ(float32 z) { }
|
|
void setRecipCameraZ(float32 recipz) { this->q = recipz; }
|
|
void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); }
|
|
void setU(float32 u, float recipZ) { this->u = u; }
|
|
void setV(float32 v, float recipZ) { this->v = v; }
|
|
|
|
float getScreenX(void) { return this->x; }
|
|
float getScreenY(void) { return this->y; }
|
|
float getScreenZ(void) { return this->z; }
|
|
float getCameraZ(void) { return 1.0f/this->q; }
|
|
float getRecipCameraZ(void) { return this->q; }
|
|
RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF,
|
|
this->color & 0xFF, this->color>>24 & 0xFF); }
|
|
float getU(void) { return this->u; }
|
|
float getV(void) { return this->v; }
|
|
};
|
|
|
|
#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
|
|
};
|
|
#endif
|
|
|
|
extern int vertFormatMap[];
|
|
|
|
void *createIndexBuffer(uint32 length, bool dynamic);
|
|
void destroyIndexBuffer(void *indexBuffer);
|
|
uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags);
|
|
void unlockIndices(void *indexBuffer);
|
|
|
|
void *createVertexBuffer(uint32 length, uint32 fvf, bool dynamic);
|
|
void destroyVertexBuffer(void *vertexBuffer);
|
|
uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags);
|
|
void unlockVertices(void *vertexBuffer);
|
|
|
|
void *createTexture(int32 width, int32 height, int32 levels, uint32 format);
|
|
void destroyTexture(void *texture);
|
|
uint8 *lockTexture(void *texture, int32 level);
|
|
void unlockTexture(void *texture, int32 level);
|
|
|
|
// Native Texture and Raster
|
|
|
|
struct D3dRaster
|
|
{
|
|
void *texture;
|
|
void *palette;
|
|
void *lockedSurf;
|
|
uint32 format;
|
|
uint32 bpp; // bytes per pixel
|
|
bool32 hasAlpha;
|
|
bool32 customFormat;
|
|
};
|
|
|
|
int32 getLevelSize(Raster *raster, int32 level);
|
|
void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha);
|
|
void setPalette(Raster *raster, void *palette, int32 size);
|
|
void setTexels(Raster *raster, void *texels, int32 level);
|
|
|
|
extern int32 nativeRasterOffset;
|
|
void registerNativeRaster(void);
|
|
|
|
// Rendering
|
|
|
|
void setRenderState(uint32 state, uint32 value);
|
|
void getRenderState(uint32 state, uint32 *value);
|
|
void setTextureStageState(uint32 stage, uint32 type, uint32 value);
|
|
void getTextureStageState(uint32 stage, uint32 type, uint32 *value);
|
|
void setSamplerState(uint32 stage, uint32 type, uint32 value);
|
|
void getSamplerState(uint32 stage, uint32 type, uint32 *value);
|
|
void flushCache(void);
|
|
|
|
void setTexture(uint32 stage, Texture *tex);
|
|
void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops);
|
|
|
|
void setVertexShader(void *vs);
|
|
void setPixelShader(void *ps);
|
|
void setIndices(void *indexBuffer);
|
|
void setStreamSource(int n, void *buffer, uint32 offset, uint32 stride);
|
|
void setVertexDeclaration(void *declaration);
|
|
|
|
void *createVertexShader(void *csosrc);
|
|
void *createPixelShader(void *csosrc);
|
|
void destroyVertexShader(void *shader);
|
|
void destroyPixelShader(void *shader);
|
|
|
|
|
|
/*
|
|
* Vertex shaders and common pipeline stuff
|
|
*/
|
|
|
|
// This data will be available in vertex stream 2
|
|
struct VertexConstantData
|
|
{
|
|
V3d normal;
|
|
RGBA color;
|
|
TexCoords texCoors[8];
|
|
};
|
|
extern void *constantVertexStream;
|
|
|
|
// TODO: figure out why this even still exists...
|
|
struct D3dShaderState
|
|
{
|
|
// for VS
|
|
struct {
|
|
float32 start;
|
|
float32 end;
|
|
float32 range; // 1/(start-end)
|
|
float32 disable; // lower clamp
|
|
} fogData, fogDisable;
|
|
RGBA matColor;
|
|
SurfaceProperties surfProps;
|
|
float lightOffset[3];
|
|
int32 numDir, numPoint, numSpot;
|
|
RGBAf ambient;
|
|
// for PS
|
|
RGBAf fogColor;
|
|
|
|
bool fogDirty;
|
|
};
|
|
extern D3dShaderState d3dShaderState;
|
|
|
|
// Standard Vertex shader locations
|
|
enum
|
|
{
|
|
VSLOC_combined = 0,
|
|
VSLOC_world = 4,
|
|
VSLOC_normal = 8,
|
|
VSLOC_matColor = 12,
|
|
VSLOC_surfProps = 13,
|
|
VSLOC_fogData = 14,
|
|
VSLOC_ambLight = 15,
|
|
VSLOC_lightOffset = 16,
|
|
VSLOC_lights = 17,
|
|
VSLOC_afterLights = VSLOC_lights + 8*3,
|
|
|
|
VSLOC_numLights = 0,
|
|
|
|
PSLOC_fogColor = 0
|
|
};
|
|
|
|
// Vertex shader bits
|
|
enum
|
|
{
|
|
// These should be low so they could be used as indices
|
|
VSLIGHT_DIRECT = 1,
|
|
VSLIGHT_POINT = 2,
|
|
VSLIGHT_SPOT = 4,
|
|
VSLIGHT_MASK = 7, // all the above
|
|
// less critical
|
|
VSLIGHT_AMBIENT = 8,
|
|
};
|
|
|
|
void lightingCB_Fix(Atomic *atomic);
|
|
int32 lightingCB_Shader(Atomic *atomic);
|
|
// for VS
|
|
void uploadMatrices(void); // no world transform
|
|
void uploadMatrices(Matrix *worldMat);
|
|
int32 uploadLights(WorldLights *lightData); // called by lightingCB_Shader
|
|
|
|
extern void *im2dOverridePS;
|
|
|
|
extern void *default_amb_VS;
|
|
extern void *default_amb_dir_VS;
|
|
extern void *default_all_VS;
|
|
extern void *default_PS;
|
|
extern void *default_tex_PS;
|
|
extern void *im2d_PS;
|
|
extern void *im2d_tex_PS;
|
|
void createDefaultShaders(void);
|
|
void destroyDefaultShaders(void);
|
|
|
|
|
|
}
|
|
}
|