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

639 lines
20 KiB
C++

#pragma once
#include "Renderer.h"
#include <cstddef>
#include <cstring>
#include <limits>
ID3D11BlendState *Renderer::GetManagedBlendState()
{
Context &context = this->getContext();
const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = context.blendDesc.RenderTarget[0];
const int key = (rtBlend.BlendEnable ? 1 : 0) | ((static_cast<int>(rtBlend.SrcBlend) & 0x1F) << 1) |
((static_cast<int>(rtBlend.DestBlend) & 0x1F) << 6) | ((static_cast<int>(rtBlend.RenderTargetWriteMask) & 0x0F) << 11);
auto it = managedBlendStates.find(key);
if (it != managedBlendStates.end())
{
return it->second;
}
ID3D11BlendState *state = nullptr;
m_pDevice->CreateBlendState(&context.blendDesc, &state);
managedBlendStates.emplace(key, state);
return state;
}
ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
{
Context &context = this->getContext();
const int key = (context.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast<int>(context.depthStencilDesc.DepthFunc) & 0x0F) << 2) |
(context.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(&context.depthStencilDesc, &state);
managedDepthStencilStates.emplace(key, state);
return state;
}
ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
{
Context &context = this->getContext();
const int key = (static_cast<std::uint8_t>(context.rasterizerDesc.DepthBias)) |
(static_cast<std::uint8_t>(static_cast<int>(context.rasterizerDesc.SlopeScaledDepthBias)) << 8) |
((static_cast<int>(context.rasterizerDesc.CullMode) & 0x03) << 16);
auto it = managedRasterizerStates.find(key);
if (it != managedRasterizerStates.end())
{
return it->second;
}
ID3D11RasterizerState *state = nullptr;
m_pDevice->CreateRasterizerState(&context.rasterizerDesc, &state);
managedRasterizerStates.emplace(key, state);
return state;
}
ID3D11SamplerState *Renderer::GetManagedSamplerState()
{
Context &context = this->getContext();
const int key = m_textures[context.boundTextureIndex].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<D3D11_FILTER>(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<D3D11_TEXTURE_ADDRESS_MODE>(3);
desc.MipLODBias = 0.0f;
desc.MaxAnisotropy = 16;
desc.ComparisonFunc = static_cast<D3D11_COMPARISON_FUNC>(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<float>::max)();
desc.MaxLOD = (std::numeric_limits<float>::max)();
ID3D11SamplerState *state = nullptr;
m_pDevice->CreateSamplerState(&desc, &state);
managedSamplerStates.emplace(key, state);
return state;
}
void Renderer::StateSetFogEnable(bool enable)
{
Context &context = this->getContext();
context.fogEnabled = enable ? 1 : 0;
}
void Renderer::StateSetFogMode(int mode)
{
Context &context = this->getContext();
context.fogMode = mode;
}
void Renderer::StateSetFogNearDistance(float dist)
{
Context &context = this->getContext();
context.fogNearDistance = dist;
}
void Renderer::StateSetFogFarDistance(float dist)
{
Context &context = this->getContext();
context.fogFarDistance = dist;
}
void Renderer::StateSetFogDensity(float density)
{
Context &context = this->getContext();
context.fogDensity = density;
}
void Renderer::StateSetFogColour(float red, float green, float blue)
{
Context &context = this->getContext();
context.fogColourRed = red;
context.fogColourBlue = blue;
context.fogColourGreen = green;
}
void Renderer::UpdateViewportState() {}
void Renderer::StateSetLightingEnable(bool enable)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetLightingEnable(enable);
return;
}
context.lightingEnabled = enable ? 1 : 0;
}
void Renderer::StateSetLightColour(int light, float red, float green, float blue)
{
if (light >= 2)
{
return;
}
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetLightColour(light, red, green, blue);
return;
}
context.lightColour[light].x = red;
context.lightColour[light].y = green;
context.lightColour[light].z = blue;
context.lightColour[light].w = 1.0f;
context.lightingDirty = 1;
}
void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetLightAmbientColour(red, green, blue);
return;
}
context.lightAmbientColour.x = red;
context.lightAmbientColour.y = green;
context.lightAmbientColour.z = blue;
context.lightAmbientColour.w = 1.0f;
context.lightingDirty = 1;
}
void Renderer::StateSetLightEnable(int light, bool enable)
{
if (light >= 2)
{
return;
}
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetLightEnable(light, enable);
return;
}
context.lightEnabled[light] = enable ? 1 : 0;
context.lightingDirty = 1;
}
void Renderer::StateSetColour(float r, float g, float b, float a)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetColor(r, g, b, a);
return;
}
ID3D11DeviceContext *d3d11 = context.m_pDeviceContext;
const float colour[4] = {r, g, b, a};
D3D11_MAPPED_SUBRESOURCE mapped = {};
d3d11->Map(context.cbColour, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, colour, sizeof(colour));
d3d11->Unmap(context.cbColour, 0);
}
void Renderer::StateSetDepthMask(bool enable)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetDepthMask(enable);
return;
}
context.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
context.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
context.depthWriteEnabled = enable ? 1 : 0;
}
void Renderer::StateSetBlendEnable(bool enable)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetBlendEnable(enable);
return;
}
context.blendDesc.RenderTarget[0].BlendEnable = enable ? TRUE : FALSE;
context.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), context.blendFactor, 0xFFFFFFFFu);
}
void Renderer::StateSetBlendFunc(int src, int dst)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetBlendFunc(src, dst);
return;
}
context.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(src);
context.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(dst);
context.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), context.blendFactor, 0xFFFFFFFFu);
}
void Renderer::StateSetBlendFactor(unsigned int colour)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetBlendFactor(colour);
return;
}
const float scale = 255.0f;
context.blendFactor[0] = static_cast<float>((colour >> 0) & 0xFFu) / scale;
context.blendFactor[1] = static_cast<float>((colour >> 8) & 0xFFu) / scale;
context.blendFactor[2] = static_cast<float>((colour >> 16) & 0xFFu) / scale;
context.blendFactor[3] = static_cast<float>((colour >> 24) & 0xFFu) / scale;
context.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), context.blendFactor, 0xFFFFFFFFu);
}
void Renderer::StateSetAlphaFunc(int, float param)
{
Context &context = this->getContext();
context.alphaReference = param;
const float alpha[4] = {0.0f, 0.0f, 0.0f, context.alphaTestEnabled ? context.alphaReference : 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
context.m_pDeviceContext->Map(context.cbAlphaTest, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, alpha, sizeof(alpha));
context.m_pDeviceContext->Unmap(context.cbAlphaTest, 0);
}
void Renderer::StateSetDepthFunc(int func)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetDepthFunc(func);
return;
}
context.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(func);
context.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
}
void Renderer::StateSetFaceCull(bool enable)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetFaceCull(enable);
return;
}
context.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
context.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
context.faceCullEnabled = enable ? 1 : 0;
}
void Renderer::StateSetFaceCullCW(bool enable)
{
Context &context = this->getContext();
if (context.faceCullEnabled)
{
context.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT;
}
else
{
context.rasterizerDesc.CullMode = D3D11_CULL_NONE;
}
context.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
}
void Renderer::StateSetLineWidth(float) {}
void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
{
Context &context = this->getContext();
std::uint8_t mask = 0;
mask |= red ? 0x1 : 0;
mask |= green ? 0x2 : 0;
mask |= blue ? 0x4 : 0;
mask |= alpha ? 0x8 : 0;
context.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask;
context.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), context.blendFactor, 0xFFFFFFFFu);
}
void Renderer::StateSetDepthTestEnable(bool enable)
{
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetDepthTestEnable(enable);
return;
}
context.depthStencilDesc.DepthEnable = enable ? TRUE : FALSE;
context.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
context.depthTestEnabled = enable ? 1 : 0;
}
void Renderer::StateSetAlphaTestEnable(bool enable)
{
Context &context = this->getContext();
context.alphaTestEnabled = enable ? 1 : 0;
const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? context.alphaReference : 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
context.m_pDeviceContext->Map(context.cbAlphaTest, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, alpha, sizeof(alpha));
context.m_pDeviceContext->Unmap(context.cbAlphaTest, 0);
}
void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
{
Context &context = this->getContext();
const float scale = 65536.0f;
context.rasterizerDesc.DepthBias = static_cast<int>(bias * scale);
context.rasterizerDesc.SlopeScaledDepthBias = slope * scale;
context.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
}
void Renderer::UpdateFogState()
{
Context &context = this->getContext();
ID3D11DeviceContext *d3d11 = context.m_pDeviceContext;
float fogParams[4] = {};
if (context.fogEnabled)
{
if (context.fogMode == 1)
{
fogParams[0] = context.fogFarDistance;
fogParams[1] = 1.0f / (context.fogFarDistance - context.fogNearDistance);
fogParams[2] = 1.0f;
}
else
{
fogParams[0] = context.fogDensity;
fogParams[2] = 2.0f;
}
}
const float fogColour[4] = {context.fogColourRed, context.fogColourGreen, context.fogColourBlue, 1.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
d3d11->Map(context.cbFogParams, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, fogParams, sizeof(fogParams));
d3d11->Unmap(context.cbFogParams, 0);
d3d11->Map(context.cbFogColour, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, fogColour, sizeof(fogColour));
d3d11->Unmap(context.cbFogColour, 0);
}
void Renderer::StateSetVertexTextureUV(float u, float v)
{
Context &context = this->getContext();
const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
context.m_pDeviceContext->Map(context.cbVertexTexcoord, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, texgen, sizeof(texgen));
context.m_pDeviceContext->Unmap(context.cbVertexTexcoord, 0);
}
void Renderer::UpdateTexGenState()
{
Context &context = this->getContext();
D3D11_MAPPED_SUBRESOURCE mapped = {};
context.m_pDeviceContext->Map(context.cbTexGen, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, context.texGenMatrices, sizeof(context.texGenMatrices));
context.m_pDeviceContext->Unmap(context.cbTexGen, 0);
}
void Renderer::UpdateLightingState()
{
Context &context = this->getContext();
if (!context.lightingDirty || !context.lightingEnabled)
{
return;
}
if (!context.lightEnabled[0])
{
std::memset(&context.lightDirection[0], 0, sizeof(context.lightDirection[0]));
std::memset(&context.lightColour[0], 0, sizeof(context.lightColour[0]));
}
if (!context.lightEnabled[1])
{
std::memset(&context.lightDirection[1], 0, sizeof(context.lightDirection[1]));
std::memset(&context.lightColour[1], 0, sizeof(context.lightColour[1]));
}
const std::size_t lightingBytes = sizeof(context.lightDirection) + sizeof(context.lightColour) + sizeof(context.lightAmbientColour);
D3D11_MAPPED_SUBRESOURCE mapped = {};
context.m_pDeviceContext->Map(context.cbLighting, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, context.lightDirection, lightingBytes);
context.m_pDeviceContext->Unmap(context.cbLighting, 0);
context.lightingDirty = 0;
}
void Renderer::StateSetLightDirection(int light, float x, float y, float z)
{
if (light >= 2)
{
return;
}
Context &context = this->getContext();
if (context.commandBuffer != nullptr && context.commandBuffer->isActive != 0)
{
context.commandBuffer->SetLightDirection(light, x, y, z);
return;
}
const std::uint32_t stackIndex = context.matrixStackDepth[0];
const DirectX::XMMATRIX &modelView = context.matrixStacks[0][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(&context.lightDirection[light], normalized);
context.lightingDirty = 1;
}
void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
{
this->getContext();
m_ViewportType = viewportType;
const float fullWidth = static_cast<float>(backBufferWidth);
const float fullHeight = static_cast<float>(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 &context = 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(0), 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<float *>(&context.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<float *>(&context.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 &context = this->getContext();
D3D11_DEPTH_STENCIL_DESC desc = context.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 &context = this->getContext();
context.forcedLOD = LOD;
}
void Renderer::StateUpdate()
{
Context &context = this->getContext();
this->StateSetFaceCull(context.faceCullEnabled != 0);
this->StateSetDepthMask(context.depthWriteEnabled != 0);
this->StateSetDepthTestEnable(context.depthTestEnabled != 0);
this->StateSetAlphaTestEnable(context.alphaTestEnabled != 0);
}