Files
Patoke-4JLibs/Windows_Libs/Dev/Render/RendererVertex.cpp

155 lines
5.5 KiB
C++

#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<UINT>(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<UINT>(count);
assert(vertexBytes <= Context::VERTEX_BUFFER_SIZE);
UINT vertexOffset = c.dynamicVertexOffset;
if (vertexOffset + vertexBytes > Context::VERTEX_BUFFER_SIZE)
vertexOffset = 0;
D3D11_MAPPED_SUBRESOURCE mapped = {};
const D3D11_MAP mapType = vertexOffset == 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<unsigned int>(hr));
memcpy(reinterpret_cast<std::uint8_t *>(mapped.pData) + vertexOffset, vertices, vertexBytes);
d3d11->Unmap(c.dynamicVertexBuffer, 0);
StateUpdate();
ID3D11Buffer *dynamicBuffer = c.dynamicVertexBuffer;
d3d11->IASetVertexBuffers(0, 1, &dynamicBuffer, &stride, &vertexOffset);
if (indexed)
d3d11->DrawIndexed(drawCount, 0, 0);
else
d3d11->Draw(count, 0);
c.dynamicVertexOffset = vertexOffset + vertexBytes;
}