mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-05-28 16:44:32 +00:00
174 lines
5.6 KiB
C++
174 lines
5.6 KiB
C++
#pragma once
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#include "Renderer.h"
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#include <cstdint>
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#include <cstdio>
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#include <cstring>
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D3D11_PRIMITIVE_TOPOLOGY *Renderer::m_Topologies = nullptr;
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void Renderer::DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType)
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{
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Renderer::Context &context = this->getContext();
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ID3D11DeviceContext *d3d11 = context.m_pDeviceContext;
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int drawCount = count;
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bool indexed = false;
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this->DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
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this->StateUpdate();
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const UINT stride = vertexStrideTable[vType];
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const UINT offset = 0;
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d3d11->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
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if (indexed)
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{
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d3d11->DrawIndexed(drawCount, 0, 0);
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}
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else
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{
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d3d11->Draw(count, 0);
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}
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}
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void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType PrimitiveType, int *count,
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bool *indexed)
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{
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Renderer::Context &context = this->getContext();
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ID3D11DeviceContext *d3d11 = context.m_pDeviceContext;
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C4JRender::eVertexType effectiveVertexType = vType;
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if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && context.lightingEnabled)
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{
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effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
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}
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if (effectiveVertexType != activeVertexType)
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{
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d3d11->VSSetShader(vertexShaderTable[effectiveVertexType], nullptr, 0);
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d3d11->IASetInputLayout(inputLayoutTable[effectiveVertexType]);
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activeVertexType = effectiveVertexType;
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}
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if (psType != activePixelType)
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{
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d3d11->PSSetShader(pixelShaderTable[psType], nullptr, 0);
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activePixelType = psType;
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}
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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if (context.matrixDirty[0])
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{
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d3d11->Map(context.cbMatrix0, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, this->MatrixGet(0), sizeof(DirectX::XMMATRIX));
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d3d11->Unmap(context.cbMatrix0, 0);
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context.matrixDirty[0] = false;
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}
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if (context.matrixDirty[1])
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{
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d3d11->Map(context.cbMatrix2, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, this->MatrixGet(1), sizeof(DirectX::XMMATRIX));
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d3d11->Unmap(context.cbMatrix2, 0);
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context.matrixDirty[1] = false;
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}
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if (context.matrixDirty[2])
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{
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d3d11->Map(context.cbMatrix3, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, this->MatrixGet(2), sizeof(DirectX::XMMATRIX));
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d3d11->Unmap(context.cbMatrix3, 0);
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context.matrixDirty[2] = false;
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}
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this->UpdateFogState();
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this->UpdateViewportState();
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this->UpdateLightingState();
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this->UpdateTexGenState();
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d3d11->IASetPrimitiveTopology(m_Topologies[PrimitiveType]);
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if (PrimitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
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{
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d3d11->IASetIndexBuffer(quadIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
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*count = (*count * 6) / 4;
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*indexed = true;
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return;
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}
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if (PrimitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
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{
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d3d11->IASetIndexBuffer(fanIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
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*count = (*count - 2) * 3;
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*indexed = true;
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return;
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}
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d3d11->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
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*indexed = false;
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}
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void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void *vertices, C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType)
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{
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Renderer::Context &context = this->getContext();
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ID3D11DeviceContext *d3d11 = context.m_pDeviceContext;
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Renderer::CommandBuffer *commandBuffer = context.commandBuffer;
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if (commandBuffer != nullptr)
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{
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C4JRender::eVertexType effectiveVertexType = vType;
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if (effectiveVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 && context.lightingEnabled)
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{
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effectiveVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
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}
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context.recordingPrimitiveType = PrimitiveType;
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context.recordingVertexType = effectiveVertexType;
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const UINT stride = vertexStrideTable[effectiveVertexType];
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commandBuffer->AddVertices(stride, static_cast<UINT>(count), vertices, context);
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return;
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}
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int drawCount = count;
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bool indexed = false;
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this->DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
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const UINT stride = vertexStrideTable[vType];
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const UINT copySize = stride * static_cast<UINT>(count);
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if (context.dynamicVertexOffset + copySize > 0x100000u)
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{
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context.dynamicVertexOffset = 0;
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}
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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const D3D11_MAP mapType = context.dynamicVertexOffset == 0 ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
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const HRESULT hr = d3d11->Map(context.dynamicVertexBuffer, 0, mapType, 0, &mapped);
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if (hr != 0)
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{
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std::printf("ERROR: 0x%x\n", static_cast<unsigned int>(hr));
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}
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std::memcpy(static_cast<std::uint8_t *>(mapped.pData) + context.dynamicVertexOffset, vertices, copySize);
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d3d11->Unmap(context.dynamicVertexBuffer, 0);
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this->StateUpdate();
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ID3D11Buffer *dynamicBuffer = context.dynamicVertexBuffer;
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const UINT vertexOffset = context.dynamicVertexOffset;
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d3d11->IASetVertexBuffers(0, 1, &dynamicBuffer, &stride, &vertexOffset);
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if (indexed)
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{
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d3d11->DrawIndexed(drawCount, 0, 0);
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}
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else
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{
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d3d11->Draw(count, 0);
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}
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context.dynamicVertexOffset += copySize;
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}
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