#pragma once #include "Renderer.h" #include #include #include D3D11_PRIMITIVE_TOPOLOGY* Renderer::m_Topologies = nullptr; void Renderer::DrawVertexBuffer( C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer* buffer, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType) { Renderer::Context& context = this->getContext(); ID3D11DeviceContext* d3d11 = context.m_pDeviceContext; int drawCount = count; bool indexed = false; this->DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed); this->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& context = this->getContext(); ID3D11DeviceContext* d3d11 = context.m_pDeviceContext; C4JRender::eVertexType effectiveVertexType = vType; if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && context.lightingEnabled) { effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT; } if (effectiveVertexType != activeVertexType) { d3d11->VSSetShader(vertexShaderTable[effectiveVertexType], nullptr, 0); d3d11->IASetInputLayout(inputLayoutTable[effectiveVertexType]); activeVertexType = effectiveVertexType; } if (psType != activePixelType) { d3d11->PSSetShader(pixelShaderTable[psType], nullptr, 0); activePixelType = psType; } D3D11_MAPPED_SUBRESOURCE mapped = {}; if (context.matrixDirty[0]) { d3d11->Map(context.cbMatrix0, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, this->MatrixGet(0), sizeof(DirectX::XMMATRIX)); d3d11->Unmap(context.cbMatrix0, 0); context.matrixDirty[0] = false; } if (context.matrixDirty[1]) { d3d11->Map(context.cbMatrix2, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, this->MatrixGet(1), sizeof(DirectX::XMMATRIX)); d3d11->Unmap(context.cbMatrix2, 0); context.matrixDirty[1] = false; } if (context.matrixDirty[2]) { d3d11->Map(context.cbMatrix3, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, this->MatrixGet(2), sizeof(DirectX::XMMATRIX)); d3d11->Unmap(context.cbMatrix3, 0); context.matrixDirty[2] = false; } this->UpdateFogState(); this->UpdateViewportState(); this->UpdateLightingState(); this->UpdateTexGenState(); d3d11->IASetPrimitiveTopology(m_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(nullptr, 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& context = this->getContext(); ID3D11DeviceContext* d3d11 = context.m_pDeviceContext; Renderer::CommandBuffer* commandBuffer = context.commandBuffer; if (commandBuffer != nullptr) { C4JRender::eVertexType effectiveVertexType = vType; if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && context.lightingEnabled) { effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT; } context.recordingPrimitiveType = PrimitiveType; context.recordingVertexType = effectiveVertexType; const UINT stride = vertexStrideTable[effectiveVertexType]; commandBuffer->AddVertices(stride, static_cast(count), vertices, context); return; } int drawCount = count; bool indexed = false; this->DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed); const UINT stride = vertexStrideTable[vType]; const UINT copySize = stride * static_cast(count); if (context.dynamicVertexOffset + copySize > 0x100000u) { context.dynamicVertexOffset = 0; } D3D11_MAPPED_SUBRESOURCE mapped = {}; const D3D11_MAP mapType = context.dynamicVertexOffset == 0 ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE; const HRESULT hr = d3d11->Map(context.dynamicVertexBuffer, 0, mapType, 0, &mapped); if (hr != 0) { std::printf("ERROR: 0x%x\n", static_cast(hr)); } std::memcpy(static_cast(mapped.pData) + context.dynamicVertexOffset, vertices, copySize); d3d11->Unmap(context.dynamicVertexBuffer, 0); this->StateUpdate(); ID3D11Buffer* dynamicBuffer = context.dynamicVertexBuffer; const UINT vertexOffset = context.dynamicVertexOffset; d3d11->IASetVertexBuffers(0, 1, &dynamicBuffer, &stride, &vertexOffset); if (indexed) { d3d11->DrawIndexed(drawCount, 0, 0); } else { d3d11->Draw(count, 0); } context.dynamicVertexOffset += copySize; }