#pragma once #include "Renderer.h" #include #include #include ID3D11BlendState *Renderer::GetManagedBlendState() { Context &c = this->getContext(); const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0]; const int key = (rtBlend.BlendEnable ? 1 : 0) | ((static_cast(rtBlend.SrcBlend) & 0x1F) << 1) | ((static_cast(rtBlend.DestBlend) & 0x1F) << 6) | ((static_cast(rtBlend.RenderTargetWriteMask) & 0x0F) << 11); auto it = managedBlendStates.find(key); if (it != managedBlendStates.end()) { return it->second; } ID3D11BlendState *state = nullptr; m_pDevice->CreateBlendState(&c.blendDesc, &state); managedBlendStates.emplace(key, state); return state; } ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState() { Context &c = this->getContext(); const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) | (c.depthStencilDesc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL ? 1 : 0); auto it = managedDepthStencilStates.find(key); if (it != managedDepthStencilStates.end()) { return it->second; } ID3D11DepthStencilState *state = nullptr; m_pDevice->CreateDepthStencilState(&c.depthStencilDesc, &state); managedDepthStencilStates.emplace(key, state); return state; } ID3D11RasterizerState *Renderer::GetManagedRasterizerState() { Context &c = this->getContext(); const int key = (static_cast(c.rasterizerDesc.DepthBias)) | (static_cast(static_cast(c.rasterizerDesc.SlopeScaledDepthBias)) << 8) | ((static_cast(c.rasterizerDesc.CullMode) & 0x03) << 16); auto it = managedRasterizerStates.find(key); if (it != managedRasterizerStates.end()) { return it->second; } ID3D11RasterizerState *state = nullptr; m_pDevice->CreateRasterizerState(&c.rasterizerDesc, &state); managedRasterizerStates.emplace(key, state); return state; } ID3D11SamplerState *Renderer::GetManagedSamplerState() { Context &c = this->getContext(); const int key = m_textures[c.textureIdx].samplerParams; auto it = managedSamplerStates.find(key); if (it != managedSamplerStates.end()) { return it->second; } const bool clampU = (key & 0x01) != 0; const bool clampV = (key & 0x02) != 0; const bool linearFilter = (key & 0x04) != 0; const bool mipLinear = (key & 0x08) != 0; const int filterBits = (mipLinear ? 0x08 : 0x00) | (linearFilter ? 0x22 : 0x02); D3D11_SAMPLER_DESC desc = {}; desc.Filter = static_cast(filterBits >> 1); desc.AddressU = clampU ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressV = clampV ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressW = static_cast(3); desc.MipLODBias = 0.0f; desc.MaxAnisotropy = 16; desc.ComparisonFunc = static_cast(1); desc.BorderColor[0] = 0.0f; desc.BorderColor[1] = 0.0f; desc.BorderColor[2] = 0.0f; desc.BorderColor[3] = 0.0f; desc.MinLOD = -(std::numeric_limits::max)(); desc.MaxLOD = (std::numeric_limits::max)(); ID3D11SamplerState *state = nullptr; m_pDevice->CreateSamplerState(&desc, &state); managedSamplerStates.emplace(key, state); return state; } void Renderer::StateSetFogEnable(bool enable) { Context &c = this->getContext(); c.fogEnabled = enable ? 1 : 0; } void Renderer::StateSetFogMode(int mode) { Context &c = this->getContext(); c.fogMode = mode; } void Renderer::StateSetFogNearDistance(float dist) { Context &c = this->getContext(); c.fogNearDistance = dist; } void Renderer::StateSetFogFarDistance(float dist) { Context &c = this->getContext(); c.fogFarDistance = dist; } void Renderer::StateSetFogDensity(float density) { Context &c = this->getContext(); c.fogDensity = density; } void Renderer::StateSetFogColour(float red, float green, float blue) { Context &c = this->getContext(); c.fogColourRed = red; c.fogColourBlue = blue; c.fogColourGreen = green; } void Renderer::UpdateViewportState() {} void Renderer::StateSetLightingEnable(bool enable) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightingEnable(enable); return; } c.lightingEnabled = enable ? 1 : 0; } void Renderer::StateSetLightColour(int light, float red, float green, float blue) { if (light >= 2) { return; } Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightColour(light, red, green, blue); return; } c.lightColour[light].x = red; c.lightColour[light].y = green; c.lightColour[light].z = blue; c.lightColour[light].w = 1.0f; c.lightingDirty = 1; } void Renderer::StateSetLightAmbientColour(float red, float green, float blue) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightAmbientColour(red, green, blue); return; } c.lightAmbientColour.x = red; c.lightAmbientColour.y = green; c.lightAmbientColour.z = blue; c.lightAmbientColour.w = 1.0f; c.lightingDirty = 1; } void Renderer::StateSetLightEnable(int light, bool enable) { if (light >= 2) { return; } Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightEnable(light, enable); return; } c.lightEnabled[light] = enable ? 1 : 0; c.lightingDirty = 1; } void Renderer::StateSetColour(float r, float g, float b, float a) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetColor(r, g, b, a); return; } ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; const float colour[4] = {r, g, b, a}; D3D11_MAPPED_SUBRESOURCE mapped = {}; d3d11->Map(c.cbColour, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, colour, sizeof(colour)); d3d11->Unmap(c.cbColour, 0); } void Renderer::StateSetDepthMask(bool enable) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetDepthMask(enable); return; } c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0); c.depthWriteEnabled = enable ? 1 : 0; } void Renderer::StateSetBlendEnable(bool enable) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetBlendEnable(enable); return; } c.blendDesc.RenderTarget[0].BlendEnable = enable ? TRUE : FALSE; c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); } void Renderer::StateSetBlendFunc(int src, int dst) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetBlendFunc(src, dst); return; } c.blendDesc.RenderTarget[0].SrcBlend = static_cast(src); c.blendDesc.RenderTarget[0].DestBlend = static_cast(dst); c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); } void Renderer::StateSetBlendFactor(unsigned int colour) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetBlendFactor(colour); return; } const float scale = 255.0f; c.blendFactor[0] = static_cast((colour >> 0) & 0xFFu) / scale; c.blendFactor[1] = static_cast((colour >> 8) & 0xFFu) / scale; c.blendFactor[2] = static_cast((colour >> 16) & 0xFFu) / scale; c.blendFactor[3] = static_cast((colour >> 24) & 0xFFu) / scale; c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); } void Renderer::StateSetAlphaFunc(int, float param) { Context &c = this->getContext(); c.alphaReference = param; const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.cbAlphaTest, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, alpha, sizeof(alpha)); c.m_pDeviceContext->Unmap(c.cbAlphaTest, 0); } void Renderer::StateSetDepthFunc(int func) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetDepthFunc(func); return; } c.depthStencilDesc.DepthFunc = static_cast(func); c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0); } void Renderer::StateSetFaceCull(bool enable) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetFaceCull(enable); return; } c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE; c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState()); c.faceCullEnabled = enable ? 1 : 0; } void Renderer::StateSetFaceCullCW(bool enable) { Context &c = this->getContext(); if (c.faceCullEnabled) { c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT; } else { c.rasterizerDesc.CullMode = D3D11_CULL_NONE; } c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState()); } void Renderer::StateSetLineWidth(float) {} void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha) { Context &c = this->getContext(); std::uint8_t mask = 0; mask |= red ? 0x1 : 0; mask |= green ? 0x2 : 0; mask |= blue ? 0x4 : 0; mask |= alpha ? 0x8 : 0; c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask; c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); } void Renderer::StateSetDepthTestEnable(bool enable) { Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetDepthTestEnable(enable); return; } c.depthStencilDesc.DepthEnable = enable ? TRUE : FALSE; c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0); c.depthTestEnabled = enable ? 1 : 0; } void Renderer::StateSetAlphaTestEnable(bool enable) { Context &c = this->getContext(); c.alphaTestEnabled = enable ? 1 : 0; const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.cbAlphaTest, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, alpha, sizeof(alpha)); c.m_pDeviceContext->Unmap(c.cbAlphaTest, 0); } void Renderer::StateSetDepthSlopeAndBias(float slope, float bias) { Context &c = this->getContext(); const float scale = 65536.0f; c.rasterizerDesc.DepthBias = static_cast(bias * scale); c.rasterizerDesc.SlopeScaledDepthBias = slope * scale; c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState()); } void Renderer::UpdateFogState() { Context &c = this->getContext(); ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; float fogParams[4] = {}; if (c.fogEnabled) { if (c.fogMode == 1) { fogParams[0] = c.fogFarDistance; fogParams[1] = 1.0f / (c.fogFarDistance - c.fogNearDistance); fogParams[2] = 1.0f; } else { fogParams[0] = c.fogDensity; fogParams[2] = 2.0f; } } const float fogColour[4] = {c.fogColourRed, c.fogColourGreen, c.fogColourBlue, 1.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; d3d11->Map(c.cbFogParams, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, fogParams, sizeof(fogParams)); d3d11->Unmap(c.cbFogParams, 0); d3d11->Map(c.cbFogColour, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, fogColour, sizeof(fogColour)); d3d11->Unmap(c.cbFogColour, 0); } void Renderer::StateSetVertexTextureUV(float u, float v) { Context &c = this->getContext(); const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.cbVertexTexcoord, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, texgen, sizeof(texgen)); c.m_pDeviceContext->Unmap(c.cbVertexTexcoord, 0); } void Renderer::UpdateTexGenState() { Context &c = this->getContext(); D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.cbTexGen, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, c.texGenMatrices, sizeof(c.texGenMatrices)); c.m_pDeviceContext->Unmap(c.cbTexGen, 0); } void Renderer::UpdateLightingState() { Context &c = this->getContext(); if (!c.lightingDirty || !c.lightingEnabled) { return; } if (!c.lightEnabled[0]) { std::memset(&c.lightDirection[0], 0, sizeof(c.lightDirection[0])); std::memset(&c.lightColour[0], 0, sizeof(c.lightColour[0])); } if (!c.lightEnabled[1]) { std::memset(&c.lightDirection[1], 0, sizeof(c.lightDirection[1])); std::memset(&c.lightColour[1], 0, sizeof(c.lightColour[1])); } const std::size_t lightingBytes = sizeof(c.lightDirection) + sizeof(c.lightColour) + sizeof(c.lightAmbientColour); D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.cbLighting, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, c.lightDirection, lightingBytes); c.m_pDeviceContext->Unmap(c.cbLighting, 0); c.lightingDirty = 0; } void Renderer::StateSetLightDirection(int light, float x, float y, float z) { if (light >= 2) { return; } Context &c = this->getContext(); if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightDirection(light, x, y, z); return; } const std::uint32_t stackIndex = c.stackPos[MATRIX_MODE_MODELVIEW]; const DirectX::XMMATRIX &modelView = c.matrixStacks[MATRIX_MODE_MODELVIEW][stackIndex]; const DirectX::XMVECTOR direction = DirectX::XMVectorSet(x, y, z, 0.0f); const DirectX::XMVECTOR transformed = DirectX::XMVector3TransformNormal(direction, modelView); const DirectX::XMVECTOR normalized = DirectX::XMVector3Normalize(transformed); DirectX::XMStoreFloat4(&c.lightDirection[light], normalized); c.lightingDirty = 1; } void Renderer::StateSetViewport(C4JRender::eViewportType viewportType) { this->getContext(); m_ViewportType = viewportType; const float fullWidth = static_cast(backBufferWidth); const float fullHeight = static_cast(backBufferHeight); float x = 0.0f; float y = 0.0f; float width = fullWidth; float height = fullHeight; switch (viewportType) { case C4JRender::VIEWPORT_TYPE_FULLSCREEN: break; case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: y = fullHeight * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: width = fullWidth * 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: x = fullWidth * 0.5f; width = fullWidth * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: x = fullWidth * 0.5f; width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: y = fullHeight * 0.5f; width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: x = fullWidth * 0.5f; y = fullHeight * 0.5f; width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; default: break; } D3D11_VIEWPORT viewport = {}; viewport.TopLeftX = x; viewport.TopLeftY = y; viewport.Width = width; viewport.Height = height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; m_pDeviceContext->RSSetViewports(1, &viewport); m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView); } void Renderer::StateSetEnableViewportClipPlanes(bool) {} void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace) { Context &c = this->getContext(); DirectX::XMVECTOR plane = DirectX::XMVectorSet(x, y, z, w); if (eyeSpace) { DirectX::XMFLOAT4X4 modelView; std::memset(&modelView, 0, sizeof(modelView)); std::memcpy(&modelView, this->MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView)); DirectX::XMVECTOR determinant = DirectX::XMVectorZero(); const DirectX::XMMATRIX inverse = DirectX::XMMatrixInverse(&determinant, DirectX::XMLoadFloat4x4(&modelView)); plane = DirectX::XMVector4Transform(plane, inverse); } DirectX::XMFLOAT4 transformed; DirectX::XMStoreFloat4(&transformed, plane); const int activeSet = eyeSpace ? 0 : 1; const int inactiveSet = eyeSpace ? 1 : 0; float *active = reinterpret_cast(&c.texGenMatrices[activeSet]); active[col + 0] = transformed.x; active[col + 4] = transformed.y; active[col + 8] = transformed.z; active[col + 12] = transformed.w; float *inactive = reinterpret_cast(&c.texGenMatrices[inactiveSet]); inactive[col + 0] = 0.0f; inactive[col + 4] = 0.0f; inactive[col + 8] = 0.0f; inactive[col + 12] = 0.0f; } void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask) { Context &c = this->getContext(); D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc; desc.StencilEnable = TRUE; desc.StencilReadMask = stencil_func_mask; desc.StencilWriteMask = stencil_write_mask; desc.FrontFace.StencilFunc = function; desc.BackFace.StencilFunc = function; ID3D11DepthStencilState *state = nullptr; m_pDevice->CreateDepthStencilState(&desc, &state); m_pDeviceContext->OMSetDepthStencilState(state, stencil_ref); if (state != nullptr) { state->Release(); } } void Renderer::StateSetForceLOD(int LOD) { Context &c = this->getContext(); c.forcedLOD = LOD; } void Renderer::StateUpdate() { Context &c = this->getContext(); this->StateSetFaceCull(c.faceCullEnabled != 0); this->StateSetDepthMask(c.depthWriteEnabled != 0); this->StateSetDepthTestEnable(c.depthTestEnabled != 0); this->StateSetAlphaTestEnable(c.alphaTestEnabled != 0); }