librw/src/d3d/d3d9render.cpp
2020-08-18 11:03:07 +02:00

185 lines
5.7 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#define WITH_D3D
#include "../rwbase.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwrender.h"
#include "rwd3d.h"
#include "rwd3d9.h"
namespace rw {
namespace d3d9 {
using namespace d3d;
#ifndef RW_D3D9
void defaultRenderCB(Atomic*, InstanceDataHeader*) {}
void defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header) {}
#else
void
drawInst_simple(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst)
{
d3d::flushCache();
d3ddevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
0, inst->numVertices,
inst->startIndex, inst->numPrimitives);
}
// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
void
drawInst_GSemu(d3d9::InstanceDataHeader *header, InstanceData *inst)
{
uint32 hasAlpha;
int alphafunc, alpharef, gsalpharef;
int zwrite;
d3d::getRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);
if(hasAlpha){
zwrite = rw::GetRenderState(rw::ZWRITEENABLE);
alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
if(zwrite){
alpharef = rw::GetRenderState(rw::ALPHATESTREF);
gsalpharef = rw::GetRenderState(rw::GSALPHATESTREF);
SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
SetRenderState(rw::ALPHATESTREF, gsalpharef);
drawInst_simple(header, inst);
SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS);
SetRenderState(rw::ZWRITEENABLE, 0);
drawInst_simple(header, inst);
SetRenderState(rw::ZWRITEENABLE, 1);
SetRenderState(rw::ALPHATESTFUNC, alphafunc);
SetRenderState(rw::ALPHATESTREF, alpharef);
}else{
SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS);
drawInst_simple(header, inst);
SetRenderState(rw::ALPHATESTFUNC, alphafunc);
}
}else
drawInst_simple(header, inst);
}
void
drawInst(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst)
{
if(rw::GetRenderState(rw::GSALPHATEST))
drawInst_GSemu(header, inst);
else
drawInst_simple(header, inst);
}
/*
void
defaultRenderCB_Fix(Atomic *atomic, InstanceDataHeader *header)
{
RawMatrix world;
Geometry *geo = atomic->geometry;
int lighting = !!(geo->flags & rw::Geometry::LIGHT);
if(lighting)
d3d::lightingCB_Fix(atomic);
d3d::setRenderState(D3DRS_LIGHTING, lighting);
Frame *f = atomic->getFrame();
convMatrix(&world, f->getLTM());
d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
SetRenderState(VERTEXALPHA, inst->vertexAlpha || inst->material->color.alpha != 255);
const static rw::RGBA white = { 255, 255, 255, 255 };
d3d::setMaterial(white, inst->material->surfaceProps);
d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
if(geo->flags & Geometry::PRELIT)
d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
else
d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha ? D3DMCS_COLOR1 : D3DMCS_MATERIAL);
if(inst->material->texture){
// Texture
d3d::setTexture(0, inst->material->texture);
d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
}else{
d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
}
// Material colour
const rw::RGBA *col = &inst->material->color;
d3d::setTextureStageState(1, D3DTSS_CONSTANT, D3DCOLOR_ARGB(col->alpha,col->red,col->green,col->blue));
d3d::setTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3d::setTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CONSTANT);
d3d::setTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d::setTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
d3d::setTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CONSTANT);
drawInst(header, inst);
inst++;
}
d3d::setTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
d3d::setTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
*/
void
defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
{
int vsBits;
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadMatrices(atomic->getFrame()->getLTM());
// Pick a shader
if((vsBits & VSLIGHT_MASK) == 0)
setVertexShader(default_amb_VS);
else if((vsBits & VSLIGHT_MASK) == VSLIGHT_DIRECT)
setVertexShader(default_amb_dir_VS);
else
setVertexShader(default_all_VS);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
setMaterial(m->color, m->surfaceProps);
if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(header, inst);
inst++;
}
}
#endif
}
}