#include "stdafx.h" #include "Renderer.h" void Renderer::DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType) { Renderer::Context &c = getContext(); ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; int drawCount = count; bool indexed = false; DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed); StateUpdate(); const UINT stride = vertexStrideTable[vType]; const UINT offset = 0; d3d11->IASetVertexBuffers(0, 1, &buffer, &stride, &offset); if (indexed) d3d11->DrawIndexed(drawCount, 0, 0); else d3d11->Draw(count, 0); } void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType PrimitiveType, int *count, bool *indexed) { Renderer::Context &c = getContext(); ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; C4JRender::eVertexType effectiveVertexType = vType; if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && c.lightingEnabled) effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT; if (effectiveVertexType != activeVertexType) { d3d11->VSSetShader(vertexShaderTable[effectiveVertexType], NULL, 0); d3d11->IASetInputLayout(inputLayoutTable[effectiveVertexType]); activeVertexType = effectiveVertexType; } if (psType != activePixelType) { d3d11->PSSetShader(pixelShaderTable[psType], NULL, 0); activePixelType = psType; } D3D11_MAPPED_SUBRESOURCE mapped = {}; if (c.matrixDirty[MATRIX_MODE_MODELVIEW]) { d3d11->Map(c.m_modelViewMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); memcpy(mapped.pData, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX)); d3d11->Unmap(c.m_modelViewMatrix, 0); c.matrixDirty[MATRIX_MODE_MODELVIEW] = false; } if (c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION]) { d3d11->Map(c.m_projectionMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); memcpy(mapped.pData, MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX)); d3d11->Unmap(c.m_projectionMatrix, 0); c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION] = false; } if (c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE]) { d3d11->Map(c.m_textureMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); memcpy(mapped.pData, MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX)); d3d11->Unmap(c.m_textureMatrix, 0); c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE] = false; } UpdateFogState(); UpdateViewportState(); UpdateLightingState(); UpdateTexGenState(); d3d11->IASetPrimitiveTopology(g_topologies[PrimitiveType]); if (PrimitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST) { d3d11->IASetIndexBuffer(quadIndexBuffer, DXGI_FORMAT_R16_UINT, 0); *count = (*count * 6) / 4; *indexed = true; return; } if (PrimitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN) { d3d11->IASetIndexBuffer(fanIndexBuffer, DXGI_FORMAT_R16_UINT, 0); *count = (*count - 2) * 3; *indexed = true; return; } d3d11->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0); *indexed = false; } void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void *vertices, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType) { Renderer::Context &c = getContext(); ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; Renderer::CommandBuffer *commandBuffer = c.commandBuffer; if (commandBuffer != NULL) { C4JRender::eVertexType effectiveVertexType = vType; if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && c.lightingEnabled) effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT; c.recordingPrimitiveType = PrimitiveType; c.recordingVertexType = effectiveVertexType; const UINT stride = vertexStrideTable[effectiveVertexType]; commandBuffer->AddVertices(stride, static_cast(count), vertices, c); return; } int drawCount = count; bool indexed = false; DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed); const UINT stride = vertexStrideTable[vType]; const UINT vertexBytes = stride * static_cast(count); assert(vertexBytes <= Context::VERTEX_BUFFER_SIZE); if (c.dynamicVertexOffset + vertexBytes > Context::VERTEX_BUFFER_SIZE) c.dynamicVertexOffset = 0; D3D11_MAPPED_SUBRESOURCE mapped = {}; const D3D11_MAP mapType = c.dynamicVertexOffset == 0 ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE; const HRESULT hr = d3d11->Map(c.dynamicVertexBuffer, 0, mapType, 0, &mapped); if (FAILED(hr)) printf("ERROR: 0x%x\n", static_cast(hr)); memcpy(reinterpret_cast(mapped.pData) + c.dynamicVertexOffset, vertices, vertexBytes); d3d11->Unmap(c.dynamicVertexBuffer, 0); StateUpdate(); ID3D11Buffer *dynamicBuffer = c.dynamicVertexBuffer; const UINT vertexOffset = c.dynamicVertexOffset; d3d11->IASetVertexBuffers(0, 1, &dynamicBuffer, &stride, &vertexOffset); if (indexed) d3d11->DrawIndexed(drawCount, 0, 0); else d3d11->Draw(count, 0); c.dynamicVertexOffset += vertexBytes; }