librw/src/d3d/rwd3d.h
2022-09-22 17:59:20 +02:00

422 lines
13 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;
V3d normal; // librw extension
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 setNormalX(float32 x) { this->normal.x = x; }
void setNormalY(float32 y) { this->normal.y = y; }
void setNormalZ(float32 z) { this->normal.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; }
float getNormalX(void) { return this->normal.x; }
float getNormalY(void) { return this->normal.y; }
float getNormalZ(void) { return this->normal.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; }
};
extern RGBA im3dMaterialColor;
extern SurfaceProperties im3dSurfaceProps;
struct Im2DVertex
{
float32 x, y, z;
//float32 q; // recipz no longer used because we have a vertex stage now
float32 w;
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) { this->w = z; }
// void setRecipCameraZ(float32 recipz) { this->q = recipz; }
void setRecipCameraZ(float32 recipz) { this->w = 1.0f/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; }
float getCameraZ(void) { return this->w; }
float getRecipCameraZ(void) { return 1.0f/this->w; }
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
#ifndef MAKEFOURCC
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
((uint32)(uint8)(ch0) | ((uint32)(uint8)(ch1) << 8) | \
((uint32)(uint8)(ch2) << 16) | ((uint32)(uint8)(ch3) << 24 ))
#endif
enum {
D3DFMT_UNKNOWN = 0,
D3DFMT_R8G8B8 = 20,
D3DFMT_A8R8G8B8 = 21,
D3DFMT_X8R8G8B8 = 22,
D3DFMT_R5G6B5 = 23,
D3DFMT_X1R5G5B5 = 24,
D3DFMT_A1R5G5B5 = 25,
D3DFMT_A4R4G4B4 = 26,
D3DFMT_R3G3B2 = 27,
D3DFMT_A8 = 28,
D3DFMT_A8R3G3B2 = 29,
D3DFMT_X4R4G4B4 = 30,
D3DFMT_A2B10G10R10 = 31,
D3DFMT_A8B8G8R8 = 32,
D3DFMT_X8B8G8R8 = 33,
D3DFMT_G16R16 = 34,
D3DFMT_A2R10G10B10 = 35,
D3DFMT_A16B16G16R16 = 36,
D3DFMT_A8P8 = 40,
D3DFMT_P8 = 41,
D3DFMT_L8 = 50,
D3DFMT_A8L8 = 51,
D3DFMT_A4L4 = 52,
D3DFMT_V8U8 = 60,
D3DFMT_L6V5U5 = 61,
D3DFMT_X8L8V8U8 = 62,
D3DFMT_Q8W8V8U8 = 63,
D3DFMT_V16U16 = 64,
D3DFMT_A2W10V10U10 = 67,
D3DFMT_UYVY = MAKEFOURCC('U', 'Y', 'V', 'Y'),
D3DFMT_R8G8_B8G8 = MAKEFOURCC('R', 'G', 'B', 'G'),
D3DFMT_YUY2 = MAKEFOURCC('Y', 'U', 'Y', '2'),
D3DFMT_G8R8_G8B8 = MAKEFOURCC('G', 'R', 'G', 'B'),
D3DFMT_DXT1 = MAKEFOURCC('D', 'X', 'T', '1'),
D3DFMT_DXT2 = MAKEFOURCC('D', 'X', 'T', '2'),
D3DFMT_DXT3 = MAKEFOURCC('D', 'X', 'T', '3'),
D3DFMT_DXT4 = MAKEFOURCC('D', 'X', 'T', '4'),
D3DFMT_DXT5 = MAKEFOURCC('D', 'X', 'T', '5'),
D3DFMT_D16_LOCKABLE = 70,
D3DFMT_D32 = 71,
D3DFMT_D15S1 = 73,
D3DFMT_D24S8 = 75,
D3DFMT_D24X8 = 77,
D3DFMT_D24X4S4 = 79,
D3DFMT_D16 = 80,
D3DFMT_D32F_LOCKABLE = 82,
D3DFMT_D24FS8 = 83,
// d3d9ex only
/* Z-Stencil formats valid for CPU access */
D3DFMT_D32_LOCKABLE = 84,
D3DFMT_S8_LOCKABLE = 85,
D3DFMT_L16 = 81,
D3DFMT_VERTEXDATA =100,
D3DFMT_INDEX16 =101,
D3DFMT_INDEX32 =102,
D3DFMT_Q16W16V16U16 =110,
D3DFMT_MULTI2_ARGB8 = MAKEFOURCC('M','E','T','1'),
// Floating point surface formats
// s10e5 formats (16-bits per channel)
D3DFMT_R16F = 111,
D3DFMT_G16R16F = 112,
D3DFMT_A16B16G16R16F = 113,
// IEEE s23e8 formats (32-bits per channel)
D3DFMT_R32F = 114,
D3DFMT_G32R32F = 115,
D3DFMT_A32B32G32R32F = 116,
D3DFMT_CxV8U8 = 117,
// d3d9ex only
// Monochrome 1 bit per pixel format
D3DFMT_A1 = 118,
// 2.8 biased fixed point
D3DFMT_A2B10G10R10_XR_BIAS = 119,
// Binary format indicating that the data has no inherent type
D3DFMT_BINARYBUFFER = 199
};
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
,
D3DUSAGE_AUTOGENMIPMAP = 0x400
};
#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 usage, 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
bool hasAlpha;
bool customFormat;
bool autogenMipmap;
};
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);
#define GETD3DRASTEREXT(raster) PLUGINOFFSET(rw::d3d::D3dRaster, raster, rw::d3d::nativeRasterOffset)
// 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, float extraSurfProp = 0.0f);
inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f)
{
static RGBA white = { 255, 255, 255, 255 };
if(flags & Geometry::MODULATE)
setMaterial(color, surfaceprops, extraSurfProp);
else
setMaterial(white, surfaceprops, extraSurfProp);
}
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 extraSurfProp;
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);
int32 lightingCB_Shader(void);
// for VS
void uploadMatrices(void); // no world transform
void uploadMatrices(Matrix *worldMat);
void setAmbient(const RGBAf &color);
void setNumLights(int numDir, int numPoint, int numSpot);
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_VS;
extern void *im2d_PS;
extern void *im2d_tex_PS;
void createDefaultShaders(void);
void destroyDefaultShaders(void);
}
}