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MinecraftCommunityEdition-c…/Minecraft.Client/Windows64/4JLibs/inc/4J_Render.h
2026-03-05 22:41:48 -06:00

315 lines
10 KiB
C++

#pragma once
// ============================================================================
// 4J_Render.h — Vulkan Backend
// Originally wrapped D3D11; now wraps Vulkan via C4JRender implementation.
// ============================================================================
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 = NULL;
}
bool Allocated() { return m_pBuffer != NULL; }
};
typedef struct {
int Width;
int Height;
} D3DXIMAGE_INFO;
typedef struct _XSOCIAL_PREVIEWIMAGE {
BYTE *pBytes;
DWORD Pitch;
DWORD Width;
DWORD Height;
} XSOCIAL_PREVIEWIMAGE, *PXSOCIAL_PREVIEWIMAGE;
// Opaque rect for Clear() — maps to scissor rect
typedef struct {
LONG left;
LONG top;
LONG right;
LONG bottom;
} C4JRect;
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(HWND hWnd, int width, int height);
void InitialiseContext();
void StartFrame();
void DoScreenGrabOnNextPresent();
void Present();
void Clear(int flags, C4JRect *pRect = NULL);
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
typedef enum {
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
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT, // as above with lighting applied
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, // as above with tex gen
VERTEX_TYPE_COUNT
} eVertexType;
// Pixel shader
typedef enum {
PIXEL_SHADER_TYPE_STANDARD,
PIXEL_SHADER_TYPE_PROJECTION,
PIXEL_SHADER_TYPE_FORCELOD,
PIXEL_SHADER_COUNT
} ePixelShaderType;
typedef enum {
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,
} eViewportType;
typedef enum {
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
} ePrimitiveType;
void DrawVertices(ePrimitiveType PrimitiveType, int count, void *dataIn,
eVertexType vType, C4JRender::ePixelShaderType psType);
// DrawVertexBuffer uses an opaque handle now (was ID3D11Buffer*)
void DrawVertexBuffer(ePrimitiveType PrimitiveType, int count, void *buffer,
C4JRender::eVertexType vType,
C4JRender::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();
typedef enum {
TEXTURE_FORMAT_RxGyBzAw, // Normal 32-bit RGBA texture, 8 bits per component
MAX_TEXTURE_FORMATS
} eTextureFormat;
// Textures
int TextureCreate();
void TextureFree(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();
// Returns an opaque texture handle (was ID3D11ShaderResourceView*)
void *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();
};
const int GL_MODELVIEW_MATRIX = 0;
const int GL_PROJECTION_MATRIX = 1;
const int GL_MODELVIEW = 0;
const int GL_PROJECTION = 1;
const int GL_TEXTURE = 2;
// Tex gen constants
const int GL_S = 0;
const int GL_T = 1;
const int GL_R = 2;
const int GL_Q = 3;
const int GL_TEXTURE_GEN_S = 0;
const int GL_TEXTURE_GEN_T = 1;
const int GL_TEXTURE_GEN_Q = 2;
const int GL_TEXTURE_GEN_R = 3;
const int GL_TEXTURE_GEN_MODE = 0;
const int GL_OBJECT_LINEAR = 0;
const int GL_EYE_LINEAR = 1;
const int GL_OBJECT_PLANE = 0;
const int GL_EYE_PLANE = 1;
// glEnable/glDisable tokens
const int GL_TEXTURE_2D = 1;
const int GL_BLEND = 2;
const int GL_CULL_FACE = 3;
const int GL_ALPHA_TEST = 4;
const int GL_DEPTH_TEST = 5;
const int GL_FOG = 6;
const int GL_LIGHTING = 7;
const int GL_LIGHT0 = 8;
const int GL_LIGHT1 = 9;
const int CLEAR_DEPTH_FLAG = 1;
const int CLEAR_COLOUR_FLAG = 2;
const int GL_DEPTH_BUFFER_BIT = CLEAR_DEPTH_FLAG;
const int GL_COLOR_BUFFER_BIT = CLEAR_COLOUR_FLAG;
// Blend factors — hardcoded values matching the original D3D11 enum values
const int GL_SRC_ALPHA = 5; // D3D11_BLEND_SRC_ALPHA
const int GL_ONE_MINUS_SRC_ALPHA = 6; // D3D11_BLEND_INV_SRC_ALPHA
const int GL_ONE = 2; // D3D11_BLEND_ONE
const int GL_ZERO = 1; // D3D11_BLEND_ZERO
const int GL_DST_ALPHA = 7; // D3D11_BLEND_DEST_ALPHA
const int GL_SRC_COLOR = 3; // D3D11_BLEND_SRC_COLOR
const int GL_DST_COLOR = 9; // D3D11_BLEND_DEST_COLOR
const int GL_ONE_MINUS_DST_COLOR = 10; // D3D11_BLEND_INV_DEST_COLOR
const int GL_ONE_MINUS_SRC_COLOR = 4; // D3D11_BLEND_INV_SRC_COLOR
const int GL_CONSTANT_ALPHA = 17; // D3D11_BLEND_BLEND_FACTOR
const int GL_ONE_MINUS_CONSTANT_ALPHA = 18; // D3D11_BLEND_INV_BLEND_FACTOR
// Comparison functions — matching D3D11 enum values
const int GL_GREATER = 5; // D3D11_COMPARISON_GREATER
const int GL_EQUAL = 3; // D3D11_COMPARISON_EQUAL
const int GL_LEQUAL = 4; // D3D11_COMPARISON_LESS_EQUAL
const int GL_GEQUAL = 7; // D3D11_COMPARISON_GREATER_EQUAL
const int GL_ALWAYS = 8; // D3D11_COMPARISON_ALWAYS
const int GL_TEXTURE_MIN_FILTER = 1;
const int GL_TEXTURE_MAG_FILTER = 2;
const int GL_TEXTURE_WRAP_S = 3;
const int GL_TEXTURE_WRAP_T = 4;
const int GL_NEAREST = 0;
const int GL_LINEAR = 1;
const int GL_EXP = 2;
const int GL_NEAREST_MIPMAP_LINEAR = 0;
const int GL_CLAMP = 0;
const int GL_REPEAT = 1;
const int GL_FOG_START = 1;
const int GL_FOG_END = 2;
const int GL_FOG_MODE = 3;
const int GL_FOG_DENSITY = 4;
const int GL_FOG_COLOR = 5;
const int GL_POSITION = 1;
const int GL_AMBIENT = 2;
const int GL_DIFFUSE = 3;
const int GL_SPECULAR = 4;
const int GL_LIGHT_MODEL_AMBIENT = 1;
const int GL_LINES = C4JRender::PRIMITIVE_TYPE_LINE_LIST;
const int GL_LINE_STRIP = C4JRender::PRIMITIVE_TYPE_LINE_STRIP;
const int GL_QUADS = C4JRender::PRIMITIVE_TYPE_QUAD_LIST;
const int GL_TRIANGLE_FAN = C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN;
const int GL_TRIANGLE_STRIP = C4JRender::PRIMITIVE_TYPE_TRIANGLE_STRIP;
// Singleton
extern C4JRender RenderManager;