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315 lines
10 KiB
C++
315 lines
10 KiB
C++
#pragma once
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// ============================================================================
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// 4J_Render.h — Vulkan Backend
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// Originally wrapped D3D11; now wraps Vulkan via C4JRender implementation.
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// ============================================================================
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class ImageFileBuffer {
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public:
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enum EImageType { e_typePNG, e_typeJPG };
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EImageType m_type;
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void *m_pBuffer;
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int m_bufferSize;
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int GetType() { return m_type; }
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void *GetBufferPointer() { return m_pBuffer; }
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int GetBufferSize() { return m_bufferSize; }
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void Release() {
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free(m_pBuffer);
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m_pBuffer = NULL;
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}
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bool Allocated() { return m_pBuffer != NULL; }
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};
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typedef struct {
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int Width;
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int Height;
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} D3DXIMAGE_INFO;
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typedef struct _XSOCIAL_PREVIEWIMAGE {
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BYTE *pBytes;
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DWORD Pitch;
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DWORD Width;
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DWORD Height;
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} XSOCIAL_PREVIEWIMAGE, *PXSOCIAL_PREVIEWIMAGE;
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// Opaque rect for Clear() — maps to scissor rect
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typedef struct {
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LONG left;
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LONG top;
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LONG right;
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LONG bottom;
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} C4JRect;
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class C4JRender {
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public:
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void Tick();
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void UpdateGamma(unsigned short usGamma);
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// Matrix stack
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void MatrixMode(int type);
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void MatrixSetIdentity();
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void MatrixTranslate(float x, float y, float z);
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void MatrixRotate(float angle, float x, float y, float z);
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void MatrixScale(float x, float y, float z);
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void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
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void MatrixOrthogonal(float left, float right, float bottom, float top,
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float zNear, float zFar);
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void MatrixPop();
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void MatrixPush();
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void MatrixMult(float *mat);
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const float *MatrixGet(int type);
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void Set_matrixDirty();
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// Core
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void Initialise(HWND hWnd, int width, int height);
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void InitialiseContext();
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present();
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void Clear(int flags, C4JRect *pRect = NULL);
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void SetClearColour(const float colourRGBA[4]);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer *pngOut);
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void CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut);
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void BeginConditionalSurvey(int identifier);
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void EndConditionalSurvey();
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void BeginConditionalRendering(int identifier);
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void EndConditionalRendering();
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// Vertex data handling
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typedef enum {
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VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, // Position 3 x float, texture 2 x float,
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// colour 4 x byte, normal 4 x byte,
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// padding 1 DWORD
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VERTEX_TYPE_COMPRESSED, // Compressed format
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VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT, // as above with lighting applied
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VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, // as above with tex gen
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VERTEX_TYPE_COUNT
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} eVertexType;
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// Pixel shader
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typedef enum {
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PIXEL_SHADER_TYPE_STANDARD,
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PIXEL_SHADER_TYPE_PROJECTION,
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PIXEL_SHADER_TYPE_FORCELOD,
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PIXEL_SHADER_COUNT
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} ePixelShaderType;
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typedef enum {
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VIEWPORT_TYPE_FULLSCREEN,
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VIEWPORT_TYPE_SPLIT_TOP,
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VIEWPORT_TYPE_SPLIT_BOTTOM,
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VIEWPORT_TYPE_SPLIT_LEFT,
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VIEWPORT_TYPE_SPLIT_RIGHT,
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VIEWPORT_TYPE_QUADRANT_TOP_LEFT,
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VIEWPORT_TYPE_QUADRANT_TOP_RIGHT,
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VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT,
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VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT,
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} eViewportType;
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typedef enum {
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PRIMITIVE_TYPE_TRIANGLE_LIST,
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PRIMITIVE_TYPE_TRIANGLE_STRIP,
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PRIMITIVE_TYPE_TRIANGLE_FAN,
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PRIMITIVE_TYPE_QUAD_LIST,
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PRIMITIVE_TYPE_LINE_LIST,
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PRIMITIVE_TYPE_LINE_STRIP,
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PRIMITIVE_TYPE_COUNT
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} ePrimitiveType;
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void DrawVertices(ePrimitiveType PrimitiveType, int count, void *dataIn,
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eVertexType vType, C4JRender::ePixelShaderType psType);
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// DrawVertexBuffer uses an opaque handle now (was ID3D11Buffer*)
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void DrawVertexBuffer(ePrimitiveType PrimitiveType, int count, void *buffer,
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C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType);
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// Command buffers
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void CBuffLockStaticCreations();
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int CBuffCreate(int count);
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void CBuffDelete(int first, int count);
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void CBuffStart(int index, bool full = false);
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void CBuffClear(int index);
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int CBuffSize(int index);
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void CBuffEnd();
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bool CBuffCall(int index, bool full = true);
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void CBuffTick();
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void CBuffDeferredModeStart();
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void CBuffDeferredModeEnd();
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typedef enum {
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TEXTURE_FORMAT_RxGyBzAw, // Normal 32-bit RGBA texture, 8 bits per component
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MAX_TEXTURE_FORMATS
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} eTextureFormat;
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// Textures
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int TextureCreate();
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void TextureFree(int idx);
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void TextureBind(int idx);
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void TextureBindVertex(int idx);
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void TextureSetTextureLevels(int levels);
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int TextureGetTextureLevels();
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void TextureData(int width, int height, void *data, int level,
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eTextureFormat format = TEXTURE_FORMAT_RxGyBzAw);
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void TextureDataUpdate(int xoffset, int yoffset, int width, int height,
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void *data, int level);
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void TextureSetParam(int param, int value);
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void TextureDynamicUpdateStart();
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void TextureDynamicUpdateEnd();
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HRESULT LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo,
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int **ppDataOut);
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HRESULT LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo,
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int **ppDataOut);
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HRESULT SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo,
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int *ppDataOut);
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HRESULT SaveTextureDataToMemory(void *pOutput, int outputCapacity,
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int *outputLength, int width, int height,
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int *ppDataIn);
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void TextureGetStats();
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// Returns an opaque texture handle (was ID3D11ShaderResourceView*)
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void *TextureGetTexture(int idx);
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// State control
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void StateSetColour(float r, float g, float b, float a);
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void StateSetDepthMask(bool enable);
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void StateSetBlendEnable(bool enable);
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void StateSetBlendFunc(int src, int dst);
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void StateSetBlendFactor(unsigned int colour);
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void StateSetAlphaFunc(int func, float param);
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void StateSetDepthFunc(int func);
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void StateSetFaceCull(bool enable);
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void StateSetFaceCullCW(bool enable);
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void StateSetLineWidth(float width);
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void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
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void StateSetDepthTestEnable(bool enable);
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void StateSetAlphaTestEnable(bool enable);
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void StateSetDepthSlopeAndBias(float slope, float bias);
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void StateSetFogEnable(bool enable);
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void StateSetFogMode(int mode);
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void StateSetFogNearDistance(float dist);
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void StateSetFogFarDistance(float dist);
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void StateSetFogDensity(float density);
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void StateSetFogColour(float red, float green, float blue);
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void StateSetLightingEnable(bool enable);
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void StateSetVertexTextureUV(float u, float v);
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void StateSetLightColour(int light, float red, float green, float blue);
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void StateSetLightAmbientColour(float red, float green, float blue);
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void StateSetLightDirection(int light, float x, float y, float z);
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void StateSetLightEnable(int light, bool enable);
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void StateSetViewport(eViewportType viewportType);
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void StateSetEnableViewportClipPlanes(bool enable);
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void StateSetTexGenCol(int col, float x, float y, float z, float w,
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bool eyeSpace);
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void StateSetStencil(int Function, uint8_t stencil_ref,
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uint8_t stencil_func_mask, uint8_t stencil_write_mask);
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void StateSetForceLOD(int LOD);
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// Event tracking
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void BeginEvent(LPCWSTR eventName);
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void EndEvent();
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// PLM event handling
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void Suspend();
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bool Suspended();
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void Resume();
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};
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const int GL_MODELVIEW_MATRIX = 0;
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const int GL_PROJECTION_MATRIX = 1;
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const int GL_MODELVIEW = 0;
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const int GL_PROJECTION = 1;
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const int GL_TEXTURE = 2;
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// Tex gen constants
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const int GL_S = 0;
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const int GL_T = 1;
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const int GL_R = 2;
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const int GL_Q = 3;
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const int GL_TEXTURE_GEN_S = 0;
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const int GL_TEXTURE_GEN_T = 1;
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const int GL_TEXTURE_GEN_Q = 2;
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const int GL_TEXTURE_GEN_R = 3;
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const int GL_TEXTURE_GEN_MODE = 0;
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const int GL_OBJECT_LINEAR = 0;
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const int GL_EYE_LINEAR = 1;
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const int GL_OBJECT_PLANE = 0;
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const int GL_EYE_PLANE = 1;
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// glEnable/glDisable tokens
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const int GL_TEXTURE_2D = 1;
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const int GL_BLEND = 2;
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const int GL_CULL_FACE = 3;
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const int GL_ALPHA_TEST = 4;
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const int GL_DEPTH_TEST = 5;
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const int GL_FOG = 6;
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const int GL_LIGHTING = 7;
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const int GL_LIGHT0 = 8;
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const int GL_LIGHT1 = 9;
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const int CLEAR_DEPTH_FLAG = 1;
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const int CLEAR_COLOUR_FLAG = 2;
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const int GL_DEPTH_BUFFER_BIT = CLEAR_DEPTH_FLAG;
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const int GL_COLOR_BUFFER_BIT = CLEAR_COLOUR_FLAG;
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// Blend factors — hardcoded values matching the original D3D11 enum values
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const int GL_SRC_ALPHA = 5; // D3D11_BLEND_SRC_ALPHA
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const int GL_ONE_MINUS_SRC_ALPHA = 6; // D3D11_BLEND_INV_SRC_ALPHA
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const int GL_ONE = 2; // D3D11_BLEND_ONE
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const int GL_ZERO = 1; // D3D11_BLEND_ZERO
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const int GL_DST_ALPHA = 7; // D3D11_BLEND_DEST_ALPHA
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const int GL_SRC_COLOR = 3; // D3D11_BLEND_SRC_COLOR
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const int GL_DST_COLOR = 9; // D3D11_BLEND_DEST_COLOR
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const int GL_ONE_MINUS_DST_COLOR = 10; // D3D11_BLEND_INV_DEST_COLOR
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const int GL_ONE_MINUS_SRC_COLOR = 4; // D3D11_BLEND_INV_SRC_COLOR
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const int GL_CONSTANT_ALPHA = 17; // D3D11_BLEND_BLEND_FACTOR
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const int GL_ONE_MINUS_CONSTANT_ALPHA = 18; // D3D11_BLEND_INV_BLEND_FACTOR
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// Comparison functions — matching D3D11 enum values
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const int GL_GREATER = 5; // D3D11_COMPARISON_GREATER
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const int GL_EQUAL = 3; // D3D11_COMPARISON_EQUAL
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const int GL_LEQUAL = 4; // D3D11_COMPARISON_LESS_EQUAL
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const int GL_GEQUAL = 7; // D3D11_COMPARISON_GREATER_EQUAL
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const int GL_ALWAYS = 8; // D3D11_COMPARISON_ALWAYS
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const int GL_TEXTURE_MIN_FILTER = 1;
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const int GL_TEXTURE_MAG_FILTER = 2;
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const int GL_TEXTURE_WRAP_S = 3;
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const int GL_TEXTURE_WRAP_T = 4;
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const int GL_NEAREST = 0;
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const int GL_LINEAR = 1;
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const int GL_EXP = 2;
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const int GL_NEAREST_MIPMAP_LINEAR = 0;
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const int GL_CLAMP = 0;
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const int GL_REPEAT = 1;
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const int GL_FOG_START = 1;
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const int GL_FOG_END = 2;
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const int GL_FOG_MODE = 3;
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const int GL_FOG_DENSITY = 4;
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const int GL_FOG_COLOR = 5;
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const int GL_POSITION = 1;
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const int GL_AMBIENT = 2;
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const int GL_DIFFUSE = 3;
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const int GL_SPECULAR = 4;
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const int GL_LIGHT_MODEL_AMBIENT = 1;
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const int GL_LINES = C4JRender::PRIMITIVE_TYPE_LINE_LIST;
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const int GL_LINE_STRIP = C4JRender::PRIMITIVE_TYPE_LINE_STRIP;
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const int GL_QUADS = C4JRender::PRIMITIVE_TYPE_QUAD_LIST;
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const int GL_TRIANGLE_FAN = C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN;
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const int GL_TRIANGLE_STRIP = C4JRender::PRIMITIVE_TYPE_TRIANGLE_STRIP;
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// Singleton
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extern C4JRender RenderManager;
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