#include "stdafx.h" #include "4J_Render.h" #include "Renderer.h" C4JRender RenderManager; void C4JRender::Tick() { #if _DEBUG InternalRenderManager.CBuffTick(); #endif } void C4JRender::UpdateGamma(unsigned short usGamma) { InternalRenderManager.UpdateGamma(usGamma); } void C4JRender::MatrixMode(int type) { InternalRenderManager.MatrixMode(type); } void C4JRender::MatrixSetIdentity() { InternalRenderManager.MatrixSetIdentity(); } void C4JRender::MatrixTranslate(float x, float y, float z) { InternalRenderManager.MatrixTranslate(x, y, z); } void C4JRender::MatrixRotate(float angle, float x, float y, float z) { InternalRenderManager.MatrixRotate(angle, x, y, z); } void C4JRender::MatrixScale(float x, float y, float z) { InternalRenderManager.MatrixScale(x, y, z); } void C4JRender::MatrixPerspective(float fovy, float aspect, float zNear, float zFar) { InternalRenderManager.MatrixPerspective(fovy, aspect, zNear, zFar); } void C4JRender::MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar) { InternalRenderManager.MatrixOrthogonal(left, right, bottom, top, zNear, zFar); } void C4JRender::MatrixPop() { InternalRenderManager.MatrixPop(); } void C4JRender::MatrixPush() { InternalRenderManager.MatrixPush(); } void C4JRender::MatrixMult(float* mat) { InternalRenderManager.MatrixMult(mat); } const float* C4JRender::MatrixGet(int type) { return InternalRenderManager.MatrixGet(type); } void C4JRender::Set_matrixDirty() { InternalRenderManager.Set_matrixDirty(); } void C4JRender::Initialise(ID3D11Device* pDevice, IDXGISwapChain* pSwapChain) { InternalRenderManager.Initialise(pDevice, pSwapChain); } void C4JRender::InitialiseContext() { InternalRenderManager.InitialiseContext(false); } void C4JRender::StartFrame() { InternalRenderManager.StartFrame(); } void C4JRender::DoScreenGrabOnNextPresent() { InternalRenderManager.DoScreenGrabOnNextPresent(); } void C4JRender::Present() { InternalRenderManager.Present(); } void C4JRender::Clear(int flags, D3D11_RECT* pRect) { InternalRenderManager.Clear(flags, pRect); } void C4JRender::SetClearColour(const float colourRGBA[4]) { InternalRenderManager.SetClearColour(colourRGBA); } bool C4JRender::IsWidescreen() { return InternalRenderManager.IsWidescreen(); } bool C4JRender::IsHiDef() { return InternalRenderManager.IsHiDef(); } void C4JRender::CaptureThumbnail(ImageFileBuffer* pngOut) { InternalRenderManager.CaptureThumbnail(pngOut); } void C4JRender::CaptureScreen(ImageFileBuffer* jpgOut, XSOCIAL_PREVIEWIMAGE* previewOut) { InternalRenderManager.CaptureScreen(jpgOut, previewOut); } void C4JRender::BeginConditionalSurvey(int identifier) { InternalRenderManager.BeginConditionalSurvey(identifier); } void C4JRender::EndConditionalSurvey() { InternalRenderManager.EndConditionalSurvey(); } void C4JRender::BeginConditionalRendering(int identifier) { InternalRenderManager.BeginConditionalRendering(identifier); } void C4JRender::EndConditionalRendering() { InternalRenderManager.EndConditionalRendering(); } void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count, void* dataIn, eVertexType vType, ePixelShaderType psType) { InternalRenderManager.DrawVertices(PrimitiveType, count, dataIn, vType, psType); } void C4JRender::DrawVertexBuffer(ePrimitiveType PrimitiveType, int count, ID3D11Buffer* buffer, eVertexType vType, ePixelShaderType psType) { InternalRenderManager.DrawVertexBuffer(PrimitiveType, count, buffer, vType, psType); } void C4JRender::CBuffLockStaticCreations() { InternalRenderManager.CBuffLockStaticCreations(); } int C4JRender::CBuffCreate(int count) { return InternalRenderManager.CBuffCreate(count); } void C4JRender::CBuffDelete(int first, int count) { InternalRenderManager.CBuffDelete(first, count); } void C4JRender::CBuffStart(int index, bool full) { InternalRenderManager.CBuffStart(index, full); } void C4JRender::CBuffClear(int index) { InternalRenderManager.CBuffClear(index); } int C4JRender::CBuffSize(int index) { return InternalRenderManager.CBuffSize(index); } void C4JRender::CBuffEnd() { InternalRenderManager.CBuffEnd(); } bool C4JRender::CBuffCall(int index, bool full) { return InternalRenderManager.CBuffCall(index, full); } void C4JRender::CBuffTick() { InternalRenderManager.CBuffTick(); } void C4JRender::CBuffDeferredModeStart() { InternalRenderManager.CBuffDeferredModeStart(); } void C4JRender::CBuffDeferredModeEnd() { InternalRenderManager.CBuffDeferredModeEnd(); } int C4JRender::TextureCreate() { return InternalRenderManager.TextureCreate(); } void C4JRender::TextureFree(int idx) { InternalRenderManager.TextureFree(idx); } void C4JRender::TextureBind(int idx) { InternalRenderManager.TextureBind(idx); } void C4JRender::TextureBindVertex(int idx) { InternalRenderManager.TextureBindVertex(idx); } void C4JRender::TextureSetTextureLevels(int levels) { InternalRenderManager.TextureSetTextureLevels(levels); } int C4JRender::TextureGetTextureLevels() { return InternalRenderManager.TextureGetTextureLevels(); } void C4JRender::TextureData(int width, int height, void* data, int level, eTextureFormat format) { InternalRenderManager.TextureData(width, height, data, level, format); } void C4JRender::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level) { InternalRenderManager.TextureDataUpdate(xoffset, yoffset, width, height, data, level); } void C4JRender::TextureSetParam(int param, int value) { InternalRenderManager.TextureSetParam(param, value); } void C4JRender::TextureDynamicUpdateStart() { InternalRenderManager.TextureDynamicUpdateStart(); } void C4JRender::TextureDynamicUpdateEnd() { InternalRenderManager.TextureDynamicUpdateEnd(); } HRESULT C4JRender::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut) { return InternalRenderManager.LoadTextureData(szFilename, pSrcInfo, ppDataOut); } HRESULT C4JRender::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut) { return InternalRenderManager.LoadTextureData(pbData, dwBytes, pSrcInfo, ppDataOut); } HRESULT C4JRender::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut) { return InternalRenderManager.SaveTextureData(szFilename, pSrcInfo, ppDataOut); } HRESULT C4JRender::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn) { return InternalRenderManager.SaveTextureDataToMemory(pOutput, outputCapacity, outputLength, width, height, ppDataIn); } void C4JRender::TextureGetStats() { } ID3D11ShaderResourceView* C4JRender::TextureGetTexture(int idx) { return InternalRenderManager.TextureGetTexture(idx); } void C4JRender::StateSetColour(float r, float g, float b, float a) { InternalRenderManager.StateSetColour(r, g, b, a); } void C4JRender::StateSetDepthMask(bool enable) { InternalRenderManager.StateSetDepthMask(enable); } void C4JRender::StateSetBlendEnable(bool enable) { InternalRenderManager.StateSetBlendEnable(enable); } void C4JRender::StateSetBlendFunc(int src, int dst) { InternalRenderManager.StateSetBlendFunc(src, dst); } void C4JRender::StateSetBlendFactor(unsigned int colour) { InternalRenderManager.StateSetBlendFactor(colour); } void C4JRender::StateSetAlphaFunc(int func, float param) { InternalRenderManager.StateSetAlphaFunc(func, param); } void C4JRender::StateSetDepthFunc(int func) { InternalRenderManager.StateSetDepthFunc(func); } void C4JRender::StateSetFaceCull(bool enable) { InternalRenderManager.StateSetFaceCull(enable); } void C4JRender::StateSetFaceCullCW(bool enable) { InternalRenderManager.StateSetFaceCullCW(enable); } void C4JRender::StateSetLineWidth(float width) { InternalRenderManager.StateSetLineWidth(width); } void C4JRender::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha) { InternalRenderManager.StateSetWriteEnable(red, green, blue, alpha); } void C4JRender::StateSetDepthTestEnable(bool enable) { InternalRenderManager.StateSetDepthTestEnable(enable); } void C4JRender::StateSetAlphaTestEnable(bool enable) { InternalRenderManager.StateSetAlphaTestEnable(enable); } void C4JRender::StateSetDepthSlopeAndBias(float slope, float bias) { InternalRenderManager.StateSetDepthSlopeAndBias(slope, bias); } void C4JRender::StateSetFogEnable(bool enable) { InternalRenderManager.StateSetFogEnable(enable); } void C4JRender::StateSetFogMode(int mode) { InternalRenderManager.StateSetFogMode(mode); } void C4JRender::StateSetFogNearDistance(float dist) { InternalRenderManager.StateSetFogNearDistance(dist); } void C4JRender::StateSetFogFarDistance(float dist) { InternalRenderManager.StateSetFogFarDistance(dist); } void C4JRender::StateSetFogDensity(float density) { InternalRenderManager.StateSetFogDensity(density); } void C4JRender::StateSetFogColour(float red, float green, float blue) { InternalRenderManager.StateSetFogColour(red, green, blue); } void C4JRender::StateSetLightingEnable(bool enable) { InternalRenderManager.StateSetLightingEnable(enable); } void C4JRender::StateSetVertexTextureUV(float u, float v) { InternalRenderManager.StateSetVertexTextureUV(u, v); } void C4JRender::StateSetLightColour(int light, float red, float green, float blue) { InternalRenderManager.StateSetLightColour(light, red, green, blue); } void C4JRender::StateSetLightAmbientColour(float red, float green, float blue) { InternalRenderManager.StateSetLightAmbientColour(red, green, blue); } void C4JRender::StateSetLightDirection(int light, float x, float y, float z) { InternalRenderManager.StateSetLightDirection(light, x, y, z); } void C4JRender::StateSetLightEnable(int light, bool enable) { InternalRenderManager.StateSetLightEnable(light, enable); } void C4JRender::StateSetViewport(eViewportType viewportType) { InternalRenderManager.StateSetViewport(viewportType); } void C4JRender::StateSetEnableViewportClipPlanes(bool enable) { InternalRenderManager.StateSetEnableViewportClipPlanes(enable); } void C4JRender::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace) { InternalRenderManager.StateSetTexGenCol(col, x, y, z, w, eyeSpace); } void C4JRender::StateSetStencil(int Function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask) { InternalRenderManager.StateSetStencil((D3D11_COMPARISON_FUNC)Function, stencil_ref, stencil_func_mask, stencil_write_mask); } void C4JRender::StateSetForceLOD(int LOD) { InternalRenderManager.StateSetForceLOD(LOD); } void C4JRender::BeginEvent(LPCWSTR eventName) { InternalRenderManager.BeginEvent(eventName); } void C4JRender::EndEvent() { InternalRenderManager.EndEvent(); } void C4JRender::Suspend() { InternalRenderManager.Suspend(); } bool C4JRender::Suspended() { return InternalRenderManager.Suspended(); } void C4JRender::Resume() { InternalRenderManager.Resume(); }