#pragma once class ImageFileBuffer { public: enum EImageType { e_typePNG, e_typeJPG }; EImageType m_type; void* m_pBuffer; int m_bufferSize; int GetType() { return m_type; } void* GetBufferPointer() { return m_pBuffer; } int GetBufferSize() { return m_bufferSize; } void Release() { free(m_pBuffer); m_pBuffer = nullptr; } bool Allocated() { return m_pBuffer != nullptr; } }; typedef struct { int Width; int Height; } D3DXIMAGE_INFO; typedef struct _XSOCIAL_PREVIEWIMAGE { BYTE* pBytes; DWORD Pitch; DWORD Width; DWORD Height; // D3DFORMAT Format; } XSOCIAL_PREVIEWIMAGE, *PXSOCIAL_PREVIEWIMAGE; class C4JRender { public: void Tick(); void UpdateGamma(unsigned short usGamma); // Matrix stack void MatrixMode(int type); void MatrixSetIdentity(); void MatrixTranslate(float x, float y, float z); void MatrixRotate(float angle, float x, float y, float z); void MatrixScale(float x, float y, float z); void MatrixPerspective(float fovy, float aspect, float zNear, float zFar); void MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar); void MatrixPop(); void MatrixPush(); void MatrixMult(float* mat); const float* MatrixGet(int type); void Set_matrixDirty(); // Core void Initialise(ID3D11Device* pDevice, IDXGISwapChain* pSwapChain); void InitialiseContext(); void StartFrame(); void DoScreenGrabOnNextPresent(); void Present(); void Clear(int flags, D3D11_RECT* pRect = nullptr); void SetClearColour(const float colourRGBA[4]); bool IsWidescreen(); bool IsHiDef(); void CaptureThumbnail(ImageFileBuffer* pngOut); void CaptureScreen(ImageFileBuffer* jpgOut, XSOCIAL_PREVIEWIMAGE* previewOut); void BeginConditionalSurvey(int identifier); void EndConditionalSurvey(); void BeginConditionalRendering(int identifier); void EndConditionalRendering(); // Vertex data handling enum eVertexType { VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, // Position 3 x float, texture 2 x float, colour 4 x byte, normal 4 x byte, padding 1 DWORD VERTEX_TYPE_COMPRESSED, // Compressed format - see comment at top of VS_PS3_TS2_CS1.hlsl for description of layout VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT, // as VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 with lighting applied, VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, // as VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 with tex gen VERTEX_TYPE_COUNT }; // Pixel shader enum ePixelShaderType { PIXEL_SHADER_TYPE_STANDARD, PIXEL_SHADER_TYPE_PROJECTION, PIXEL_SHADER_TYPE_FORCELOD, PIXEL_SHADER_COUNT }; enum eViewportType { VIEWPORT_TYPE_FULLSCREEN, VIEWPORT_TYPE_SPLIT_TOP, VIEWPORT_TYPE_SPLIT_BOTTOM, VIEWPORT_TYPE_SPLIT_LEFT, VIEWPORT_TYPE_SPLIT_RIGHT, VIEWPORT_TYPE_QUADRANT_TOP_LEFT, VIEWPORT_TYPE_QUADRANT_TOP_RIGHT, VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT, VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT, }; enum ePrimitiveType { PRIMITIVE_TYPE_TRIANGLE_LIST, PRIMITIVE_TYPE_TRIANGLE_STRIP, PRIMITIVE_TYPE_TRIANGLE_FAN, PRIMITIVE_TYPE_QUAD_LIST, PRIMITIVE_TYPE_LINE_LIST, PRIMITIVE_TYPE_LINE_STRIP, PRIMITIVE_TYPE_COUNT }; void DrawVertices(ePrimitiveType PrimitiveType, int count, void* dataIn, eVertexType vType, ePixelShaderType psType); void DrawVertexBuffer(ePrimitiveType PrimitiveType, int count, ID3D11Buffer* buffer, eVertexType vType, ePixelShaderType psType); // Command buffers void CBuffLockStaticCreations(); int CBuffCreate(int count); void CBuffDelete(int first, int count); void CBuffStart(int index, bool full = false); void CBuffClear(int index); int CBuffSize(int index); void CBuffEnd(); bool CBuffCall(int index, bool full = true); void CBuffTick(); void CBuffDeferredModeStart(); void CBuffDeferredModeEnd(); enum eTextureFormat { TEXTURE_FORMAT_RxGyBzAw, // Normal 32-bit RGBA texture, 8 bits per component /* Don't think these are all directly available on D3D 11 - leaving for now TEXTURE_FORMAT_R0G0B0Ax, // One 8-bit component mapped to alpha channel, R=G=B=0 TEXTURE_FORMAT_R1G1B1Ax, // One 8-bit component mapped to alpha channel, R=G=B=1 TEXTURE_FORMAT_RxGxBxAx, // One 8-bit component mapped to all channels */ MAX_TEXTURE_FORMATS }; // Textures int TextureCreate(); void TextureFree(int idx); void TextureBind(int slot, int idx); void TextureBind(int idx); void TextureBindVertex(int idx); void TextureSetTextureLevels(int levels); int TextureGetTextureLevels(); void TextureData(int width, int height, void* data, int level, eTextureFormat format = TEXTURE_FORMAT_RxGyBzAw); void TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level); void TextureSetParam(int param, int value); void TextureDynamicUpdateStart(); void TextureDynamicUpdateEnd(); HRESULT LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut); HRESULT LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut); HRESULT SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut); HRESULT SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn); void TextureGetStats(); ID3D11ShaderResourceView* TextureGetTexture(int idx); // State control void StateSetColour(float r, float g, float b, float a); void StateSetDepthMask(bool enable); void StateSetBlendEnable(bool enable); void StateSetBlendFunc(int src, int dst); void StateSetBlendFactor(unsigned int colour); void StateSetAlphaFunc(int func, float param); void StateSetDepthFunc(int func); void StateSetFaceCull(bool enable); void StateSetFaceCullCW(bool enable); void StateSetLineWidth(float width); void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha); void StateSetDepthTestEnable(bool enable); void StateSetAlphaTestEnable(bool enable); void StateSetDepthSlopeAndBias(float slope, float bias); void StateSetFogEnable(bool enable); void StateSetFogMode(int mode); void StateSetFogNearDistance(float dist); void StateSetFogFarDistance(float dist); void StateSetFogDensity(float density); void StateSetFogColour(float red, float green, float blue); void StateSetLightingEnable(bool enable); void StateSetVertexTextureUV(float u, float v); void StateSetLightColour(int light, float red, float green, float blue); void StateSetLightAmbientColour(float red, float green, float blue); void StateSetLightDirection(int light, float x, float y, float z); void StateSetLightEnable(int light, bool enable); void StateSetViewport(eViewportType viewportType); void StateSetEnableViewportClipPlanes(bool enable); void StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace); void StateSetStencil(int Function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask); void StateSetForceLOD(int LOD); // Event tracking void BeginEvent(LPCWSTR eventName); void EndEvent(); // PLM event handling void Suspend(); bool Suspended(); void Resume(); // ashlyn add const char* GetScreenshotPath(); // GabsPuN add void EnableVsync(); void DisableVsync(); bool GetVsync(); }; constexpr int GL_MODELVIEW_MATRIX = 0; constexpr int GL_PROJECTION_MATRIX = 1; constexpr int GL_MODELVIEW = 0; constexpr int GL_PROJECTION = 1; constexpr int GL_TEXTURE = 2; // These things required for tex gen constexpr int GL_S = 0; constexpr int GL_T = 1; constexpr int GL_R = 2; constexpr int GL_Q = 3; constexpr int GL_TEXTURE_GEN_S = 0; constexpr int GL_TEXTURE_GEN_T = 1; constexpr int GL_TEXTURE_GEN_Q = 2; constexpr int GL_TEXTURE_GEN_R = 3; constexpr int GL_TEXTURE_GEN_MODE = 0; constexpr int GL_OBJECT_LINEAR = 0; constexpr int GL_EYE_LINEAR = 1; constexpr int GL_OBJECT_PLANE = 0; constexpr int GL_EYE_PLANE = 1; // These things are used by glEnable/glDisable so must be different and non-zero (zero is used by things we haven't assigned yet) constexpr int GL_TEXTURE_2D = 1; constexpr int GL_BLEND = 2; constexpr int GL_CULL_FACE = 3; constexpr int GL_ALPHA_TEST = 4; constexpr int GL_DEPTH_TEST = 5; constexpr int GL_FOG = 6; constexpr int GL_LIGHTING = 7; constexpr int GL_LIGHT0 = 8; constexpr int GL_LIGHT1 = 9; constexpr int CLEAR_DEPTH_FLAG = 1; constexpr int CLEAR_COLOUR_FLAG = 2; constexpr int GL_DEPTH_BUFFER_BIT = CLEAR_DEPTH_FLAG; constexpr int GL_COLOR_BUFFER_BIT = CLEAR_COLOUR_FLAG; constexpr int GL_SRC_ALPHA = D3D11_BLEND_SRC_ALPHA; constexpr int GL_ONE_MINUS_SRC_ALPHA = D3D11_BLEND_INV_SRC_ALPHA; constexpr int GL_ONE = D3D11_BLEND_ONE; constexpr int GL_ZERO = D3D11_BLEND_ZERO; constexpr int GL_DST_ALPHA = D3D11_BLEND_DEST_ALPHA; constexpr int GL_SRC_COLOR = D3D11_BLEND_SRC_COLOR; constexpr int GL_DST_COLOR = D3D11_BLEND_DEST_COLOR; constexpr int GL_ONE_MINUS_DST_COLOR = D3D11_BLEND_INV_DEST_COLOR; constexpr int GL_ONE_MINUS_SRC_COLOR = D3D11_BLEND_INV_SRC_COLOR; constexpr int GL_CONSTANT_ALPHA = D3D11_BLEND_BLEND_FACTOR; constexpr int GL_ONE_MINUS_CONSTANT_ALPHA = D3D11_BLEND_INV_BLEND_FACTOR; constexpr int GL_GREATER = D3D11_COMPARISON_GREATER; constexpr int GL_EQUAL = D3D11_COMPARISON_EQUAL; constexpr int GL_LEQUAL = D3D11_COMPARISON_LESS_EQUAL; constexpr int GL_GEQUAL = D3D11_COMPARISON_GREATER_EQUAL; constexpr int GL_ALWAYS = D3D11_COMPARISON_ALWAYS; constexpr int GL_TEXTURE_MIN_FILTER = 1; constexpr int GL_TEXTURE_MAG_FILTER = 2; constexpr int GL_TEXTURE_WRAP_S = 3; constexpr int GL_TEXTURE_WRAP_T = 4; constexpr int GL_NEAREST = 0; constexpr int GL_LINEAR = 1; constexpr int GL_EXP = 2; constexpr int GL_NEAREST_MIPMAP_LINEAR = 0; // TODO - mipmapping bit of this constexpr int GL_CLAMP = 0; constexpr int GL_REPEAT = 1; constexpr int GL_FOG_START = 1; constexpr int GL_FOG_END = 2; constexpr int GL_FOG_MODE = 3; constexpr int GL_FOG_DENSITY = 4; constexpr int GL_FOG_COLOR = 5; constexpr int GL_POSITION = 1; constexpr int GL_AMBIENT = 2; constexpr int GL_DIFFUSE = 3; constexpr int GL_SPECULAR = 4; constexpr int GL_LIGHT_MODEL_AMBIENT = 1; constexpr int GL_LINES = C4JRender::PRIMITIVE_TYPE_LINE_LIST; constexpr int GL_LINE_STRIP = C4JRender::PRIMITIVE_TYPE_LINE_STRIP; constexpr int GL_QUADS = C4JRender::PRIMITIVE_TYPE_QUAD_LIST; constexpr int GL_TRIANGLE_FAN = C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN; constexpr int GL_TRIANGLE_STRIP = C4JRender::PRIMITIVE_TYPE_TRIANGLE_STRIP; // Singleton extern C4JRender RenderManager;