librw/src/d3d/d3d9.cpp
2020-04-24 19:06:11 +02:00

840 lines
24 KiB
C++

#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#define WITH_D3D
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "rwd3d.h"
#include "rwd3d9.h"
#include "rwd3dimpl.h"
#define PLUGIN_ID 2
namespace rw {
namespace d3d9 {
using namespace d3d;
// TODO: move to header, but not as #define
#ifndef RW_D3D9
static VertexElement _d3ddec_end = {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0};
#define D3DDECL_END() _d3ddec_end
#endif
#define NUMDECLELT 12
static void*
driverOpen(void *o, int32, int32)
{
#ifdef RW_D3D9
createDefaultShaders();
#endif
engine->driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
engine->driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
engine->driver[PLATFORM_D3D9]->rasterCreate = rasterCreate;
engine->driver[PLATFORM_D3D9]->rasterLock = rasterLock;
engine->driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock;
engine->driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels;
engine->driver[PLATFORM_D3D9]->imageFindRasterFormat = imageFindRasterFormat;
engine->driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage;
engine->driver[PLATFORM_D3D9]->rasterToImage = rasterToImage;
return o;
}
static void*
driverClose(void *o, int32, int32)
{
#ifdef RW_D3D9
destroyDefaultShaders();
#endif
return o;
}
void
registerPlatformPlugins(void)
{
Driver::registerPlugin(PLATFORM_D3D9, 0, PLATFORM_D3D9,
driverOpen, driverClose);
// shared between D3D8 and 9
if(nativeRasterOffset == 0)
registerNativeRaster();
}
void*
createVertexDeclaration(VertexElement *elements)
{
#ifdef RW_D3D9
IDirect3DVertexDeclaration9 *decl = 0;
d3ddevice->CreateVertexDeclaration((D3DVERTEXELEMENT9*)elements, &decl);
if(decl)
d3d9Globals.numVertexDeclarations++;
return decl;
#else
int n = 0;
VertexElement *e = (VertexElement*)elements;
while(e[n++].stream != 0xFF)
;
e = rwNewT(VertexElement, n, MEMDUR_EVENT | ID_DRIVER);
memcpy(e, elements, n*sizeof(VertexElement));
return e;
#endif
}
void
destroyVertexDeclaration(void *declaration)
{
#ifdef RW_D3D9
if(declaration){
if(((IUnknown*)declaration)->Release() != 0)
printf("declaration wasn't destroyed\n");
d3d9Globals.numVertexDeclarations--;
}
#else
rwFree(declaration);
#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
freeInstanceData(Geometry *geometry)
{
if(geometry->instData == nil ||
geometry->instData->platform != PLATFORM_D3D9)
return;
InstanceDataHeader *header =
(InstanceDataHeader*)geometry->instData;
geometry->instData = nil;
destroyVertexDeclaration(header->vertexDeclaration);
destroyIndexBuffer(header->indexBuffer);
destroyVertexBuffer(header->vertexStream[0].vertexBuffer);
destroyVertexBuffer(header->vertexStream[1].vertexBuffer);
rwFree(header->inst);
rwFree(header);
return;
}
void*
destroyNativeData(void *object, int32, int32)
{
freeInstanceData((Geometry*)object);
return object;
}
Stream*
readNativeData(Stream *stream, int32, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_D3D9){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY);
geometry->instData = header;
header->platform = PLATFORM_D3D9;
int32 size = stream->readI32();
uint8 *data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_GEOMETRY);
stream->read(data, size);
uint8 *p = data;
header->serialNumber = *(uint32*)p; p += 4;
header->numMeshes = *(uint32*)p; p += 4;
header->indexBuffer = nil; 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 = nil; p += 4;
header->totalNumIndex = *(uint32*)p; p += 4;
header->totalNumVertex = *(uint32*)p; p += 4;
header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY);
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->matList.materials[matid];
inst->vertexAlpha = *(bool32*)p; p += 4;
inst->vertexShader = nil; 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[NUMDECLELT];
uint32 numDeclarations = stream->readU32();
stream->read(elements, numDeclarations*8);
header->vertexDeclaration = createVertexDeclaration(elements);
assert(header->indexBuffer == nil);
header->indexBuffer = createIndexBuffer(header->totalNumIndex*2, false);
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*)(uintptr)*(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 == nil)
continue;
// TODO: use dynamic VB when doing morphing
assert(s->vertexBuffer == nil);
s->vertexBuffer = createVertexBuffer(s->stride*header->totalNumVertex, 0, false);
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++;
}
rwFree(data);
return stream;
}
Stream*
writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
writeChunkHeader(stream, ID_STRUCT, len-12);
if(geometry->instData == nil ||
geometry->instData->platform != PLATFORM_D3D9)
return stream;
stream->writeU32(PLATFORM_D3D9);
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
int32 size = 64 + geometry->meshHeader->numMeshes*36;
uint8 *data = rwNewT(uint8, size, MEMDUR_FUNCTION | ID_GEOMETRY);
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 = geometry->matList.findIndex(inst->material);
*(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[NUMDECLELT];
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 == nil)
continue;
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
stream->write(verts, s->stride*header->totalNumVertex);
unlockVertices(s->vertexBuffer);
}
rwFree(data);
return stream;
}
int32
getSizeNativeData(void *object, int32, int32)
{
Geometry *geometry = (Geometry*)object;
if(geometry->instData == nil ||
geometry->instData->platform != PLATFORM_D3D9)
return 0;
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
int32 size = 12 + 4 + 4 + 64 + header->numMeshes*36;
uint32 numElt = getDeclaration(header->vertexDeclaration, nil);
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,
nil, destroyNativeData, nil);
Geometry::registerPluginStream(ID_NATIVEDATA,
readNativeData,
writeNativeData,
getSizeNativeData);
}
static InstanceDataHeader*
instanceMesh(rw::ObjPipeline *rwpipe, Geometry *geo)
{
InstanceDataHeader *header = rwNewT(InstanceDataHeader, 1, MEMDUR_EVENT | ID_GEOMETRY);
MeshHeader *meshh = geo->meshHeader;
header->platform = PLATFORM_D3D9;
header->serialNumber = meshh->serialNum;
header->numMeshes = meshh->numMeshes;
header->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST;
header->useOffsets = 0;
header->vertexDeclaration = nil;
header->totalNumVertex = geo->numVertices;
header->totalNumIndex = meshh->totalIndices;
header->inst = rwNewT(InstanceData, header->numMeshes, MEMDUR_EVENT | ID_GEOMETRY);
header->indexBuffer = createIndexBuffer(header->totalNumIndex*2, false);
uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
InstanceData *inst = header->inst;
Mesh *mesh = meshh->getMeshes();
uint32 startindex = 0;
for(uint32 i = 0; i < header->numMeshes; i++){
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
&inst->minVert, (int32*)&inst->numVertices);
inst->numIndex = mesh->numIndices;
inst->material = mesh->material;
inst->vertexAlpha = 0;
inst->vertexShader = nil;
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*2);
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);
memset(&header->vertexStream, 0, 2*sizeof(VertexStream));
return header;
}
static void
instance(rw::ObjPipeline *rwpipe, Atomic *atomic)
{
ObjPipeline *pipe = (ObjPipeline*)rwpipe;
Geometry *geo = atomic->geometry;
// don't try to (re)instance native data
if(geo->flags & Geometry::NATIVE)
return;
InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
if(geo->instData){
// Already have instanced data, so check if we have to reinstance
assert(header->platform == PLATFORM_D3D9);
if(header->serialNumber != geo->meshHeader->serialNum){
// Mesh changed, so reinstance everything
freeInstanceData(geo);
}
}
// no instance or complete reinstance
if(geo->instData == nil){
geo->instData = instanceMesh(rwpipe, geo);
pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 0);
}else if(geo->lockedSinceInst)
pipe->instanceCB(geo, (InstanceDataHeader*)geo->instData, 1);
geo->lockedSinceInst = 0;
}
static void
uninstance(rw::ObjPipeline *rwpipe, Atomic *atomic)
{
ObjPipeline *pipe = (ObjPipeline*)rwpipe;
Geometry *geo = atomic->geometry;
if((geo->flags & Geometry::NATIVE) == 0)
return;
assert(geo->instData != nil);
assert(geo->instData->platform == PLATFORM_D3D9);
geo->numTriangles = geo->meshHeader->guessNumTriangles();
geo->allocateData();
geo->allocateMeshes(geo->meshHeader->numMeshes, geo->meshHeader->totalIndices, 0);
InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
InstanceData *inst = header->inst;
Mesh *mesh = geo->meshHeader->getMeshes();
for(uint32 i = 0; i < header->numMeshes; i++){
if(inst->minVert == 0)
memcpy(mesh->indices, &indices[inst->startIndex], inst->numIndex*2);
else
for(uint32 j = 0; j < inst->numIndex; j++)
mesh->indices[j] = indices[inst->startIndex+j] + inst->minVert;
mesh++;
inst++;
}
unlockIndices(header->indexBuffer);
pipe->uninstanceCB(geo, header);
geo->generateTriangles();
geo->flags &= ~Geometry::NATIVE;
destroyNativeData(geo, 0, 0);
}
static void
render(rw::ObjPipeline *rwpipe, Atomic *atomic)
{
ObjPipeline *pipe = (ObjPipeline*)rwpipe;
Geometry *geo = atomic->geometry;
pipe->instance(atomic);
assert(geo->instData != nil);
assert(geo->instData->platform == PLATFORM_D3D9);
if(pipe->renderCB)
pipe->renderCB(atomic, (InstanceDataHeader*)geo->instData);
}
ObjPipeline::ObjPipeline(uint32 platform)
: rw::ObjPipeline(platform)
{
this->impl.instance = d3d9::instance;
this->impl.uninstance = d3d9::uninstance;
this->impl.render = d3d9::render;
this->instanceCB = nil;
this->uninstanceCB = nil;
this->renderCB = nil;
}
void
defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
{
int i = 0;
VertexElement dcl[NUMDECLELT];
VertexStream *s = &header->vertexStream[0];
bool isPrelit = (geo->flags & Geometry::PRELIT) != 0;
bool hasNormals = (geo->flags & Geometry::NORMALS) != 0;
// TODO: support both vertex buffers
if(!reinstance){
// Create declarations and buffers only the first time
assert(s->vertexBuffer == nil);
s->offset = 0;
s->managed = 1;
s->geometryFlags = 0;
s->dynamicLock = 0;
dcl[i].stream = 0;
dcl[i].offset = 0;
dcl[i].type = D3DDECLTYPE_FLOAT3;
dcl[i].method = D3DDECLMETHOD_DEFAULT;
dcl[i].usage = D3DDECLUSAGE_POSITION;
dcl[i].usageIndex = 0;
i++;
uint16 stride = 12;
s->geometryFlags |= 0x2;
if(isPrelit){
dcl[i].stream = 0;
dcl[i].offset = stride;
dcl[i].type = D3DDECLTYPE_D3DCOLOR;
dcl[i].method = D3DDECLMETHOD_DEFAULT;
dcl[i].usage = D3DDECLUSAGE_COLOR;
dcl[i].usageIndex = 0;
i++;
s->geometryFlags |= 0x8;
stride += 4;
}
for(int32 n = 0; n < geo->numTexCoordSets; n++){
dcl[i].stream = 0;
dcl[i].offset = stride;
dcl[i].type = D3DDECLTYPE_FLOAT2;
dcl[i].method = D3DDECLMETHOD_DEFAULT;
dcl[i].usage = D3DDECLUSAGE_TEXCOORD;
dcl[i].usageIndex = (uint8)n;
i++;
s->geometryFlags |= 0x10 << n;
stride += 8;
}
if(hasNormals){
dcl[i].stream = 0;
dcl[i].offset = stride;
dcl[i].type = D3DDECLTYPE_FLOAT3;
dcl[i].method = D3DDECLMETHOD_DEFAULT;
dcl[i].usage = D3DDECLUSAGE_NORMAL;
dcl[i].usageIndex = 0;
i++;
s->geometryFlags |= 0x4;
stride += 12;
}
// We expect some attributes to always be there, use the constant buffer as fallback
if(!isPrelit){
dcl[i].stream = 2;
dcl[i].offset = offsetof(VertexConstantData, color);
dcl[i].type = D3DDECLTYPE_D3DCOLOR;
dcl[i].method = D3DDECLMETHOD_DEFAULT;
dcl[i].usage = D3DDECLUSAGE_COLOR;
dcl[i].usageIndex = 0;
i++;
}
if(geo->numTexCoordSets == 0){
dcl[i].stream = 2;
dcl[i].offset = offsetof(VertexConstantData, texCoors[0]);
dcl[i].type = D3DDECLTYPE_FLOAT2;
dcl[i].method = D3DDECLMETHOD_DEFAULT;
dcl[i].usage = D3DDECLUSAGE_TEXCOORD;
dcl[i].usageIndex = 0;
i++;
}
dcl[i] = D3DDECL_END();
s->stride = stride;
assert(header->vertexDeclaration == nil);
header->vertexDeclaration = createVertexDeclaration((VertexElement*)dcl);
assert(s->vertexBuffer == nil);
s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, 0, false);
}else
getDeclaration(header->vertexDeclaration, dcl);
uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
// Instance vertices
if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){
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);
}
// Instance prelight colors
if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++)
;
InstanceData *inst = header->inst;
uint32 n = header->numMeshes;
while(n--){
uint32 stride = header->vertexStream[dcl[i].stream].stride;
inst->vertexAlpha = instColor(vertFormatMap[dcl[i].type],
verts + dcl[i].offset + stride*inst->minVert,
geo->colors + inst->minVert,
inst->numVertices,
stride);
inst++;
}
}
// Instance tex coords
for(int32 n = 0; n < geo->numTexCoordSets; n++){
if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<<n)){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != n; i++)
;
instTexCoords(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
geo->texCoords[n],
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
}
// Instance normals
if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){
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);
}
void
defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header)
{
VertexElement dcl[NUMDECLELT];
uint8 *verts[2];
verts[0] = lockVertices(header->vertexStream[0].vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
verts[1] = lockVertices(header->vertexStream[1].vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
getDeclaration(header->vertexDeclaration, dcl);
int i;
for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++)
;
uninstV3d(vertFormatMap[dcl[i].type],
geo->morphTargets[0].vertices,
verts[dcl[i].stream] + dcl[i].offset,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
if(geo->flags & Geometry::PRELIT){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++)
;
uninstColor(vertFormatMap[dcl[i].type],
geo->colors,
verts[dcl[i].stream] + dcl[i].offset,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
for(int32 n = 0; n < geo->numTexCoordSets; n++){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != n; i++)
;
uninstTexCoords(vertFormatMap[dcl[i].type],
geo->texCoords[n],
verts[dcl[i].stream] + dcl[i].offset,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
if(geo->flags & Geometry::NORMALS){
for(i = 0; dcl[i].usage != D3DDECLUSAGE_NORMAL || dcl[i].usageIndex != 0; i++)
;
uninstV3d(vertFormatMap[dcl[i].type],
geo->morphTargets[0].normals,
verts[dcl[i].stream] + dcl[i].offset,
header->totalNumVertex,
header->vertexStream[dcl[i].stream].stride);
}
unlockVertices(verts[0]);
unlockVertices(verts[1]);
}
ObjPipeline*
makeDefaultPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB_Shader;
return pipe;
}
// Native Texture and Raster
Texture*
readNativeTexture(Stream *stream)
{
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"));
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_D3D9){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
Texture *tex = Texture::create(nil);
if(tex == nil)
return nil;
// Texture
tex->filterAddressing = stream->readU32();
stream->read(tex->name, 32);
stream->read(tex->mask, 32);
// Raster
int32 format = stream->readI32();
int32 d3dformat = stream->readI32();
int32 width = stream->readU16();
int32 height = stream->readU16();
int32 depth = stream->readU8();
int32 numLevels = stream->readU8();
int32 type = stream->readU8();
/*
#define HAS_ALPHA (1<<0)
#define IS_CUBE (1<<1)
#define USE_AUTOMIPMAPGEN (1<<2)
#define IS_COMPRESSED (1<<3)
*/
int32 flags = stream->readU8();
Raster *raster;
D3dRaster *ext;
if(flags & 8){
// is compressed
assert((flags & 2) == 0 && "Can't have cube maps yet");
raster = Raster::create(width, height, depth, format | type | Raster::DONTALLOCATE, PLATFORM_D3D9);
assert(raster);
ext = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
ext->format = d3dformat;
ext->hasAlpha = flags & 1;
ext->texture = createTexture(raster->width, raster->height,
raster->format & Raster::MIPMAP ? numLevels : 1,
ext->format);
assert(ext->texture);
raster->flags &= ~Raster::DONTALLOCATE;
ext->customFormat = 1;
}else if(flags & 2){
assert(0 && "Can't have cube maps yet");
}else{
raster = Raster::create(width, height, depth, format | type, PLATFORM_D3D9);
assert(raster);
ext = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
}
tex->raster = raster;
// TODO: check if format supported and convert if necessary
if(raster->format & Raster::PAL4)
stream->read(ext->palette, 4*32);
else if(raster->format & Raster::PAL8)
stream->read(ext->palette, 4*256);
uint32 size;
uint8 *data;
for(int32 i = 0; i < numLevels; i++){
size = stream->readU32();
if(i < raster->getNumLevels()){
data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
stream->read(data, size);
raster->unlock(i);
}else
stream->seek(size);
}
return tex;
}
void
writeNativeTexture(Texture *tex, Stream *stream)
{
int32 chunksize = getSizeNativeTexture(tex);
writeChunkHeader(stream, ID_STRUCT, chunksize-12);
stream->writeU32(PLATFORM_D3D9);
// Texture
stream->writeU32(tex->filterAddressing);
stream->write(tex->name, 32);
stream->write(tex->mask, 32);
// Raster
Raster *raster = tex->raster;
D3dRaster *ext = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
int32 numLevels = raster->getNumLevels();
stream->writeI32(raster->format);
stream->writeU32(ext->format);
stream->writeU16(raster->width);
stream->writeU16(raster->height);
stream->writeU8(raster->depth);
stream->writeU8(numLevels);
stream->writeU8(raster->type);
uint8 flags = 0;
if(ext->hasAlpha)
flags |= 1;
// no automipmapgen and cube supported yet
if(ext->customFormat)
flags |= 8;
stream->writeU8(flags);
if(raster->format & Raster::PAL4)
stream->write(ext->palette, 4*32);
else if(raster->format & Raster::PAL8)
stream->write(ext->palette, 4*256);
uint32 size;
uint8 *data;
for(int32 i = 0; i < numLevels; i++){
size = getLevelSize(raster, i);
stream->writeU32(size);
data = raster->lock(i, Raster::LOCKREAD);
stream->write(data, size);
raster->unlock(i);
}
}
uint32
getSizeNativeTexture(Texture *tex)
{
uint32 size = 12 + 72 + 16;
int32 levels = tex->raster->getNumLevels();
if(tex->raster->format & Raster::PAL4)
size += 4*32;
else if(tex->raster->format & Raster::PAL8)
size += 4*256;
for(int32 i = 0; i < levels; i++)
size += 4 + getLevelSize(tex->raster, i);
return size;
}
}
}