Files
Patoke-4JLibs/Windows_Libs/Dev/Render/4J_Render.cpp
2026-03-02 12:49:45 +10:00

482 lines
11 KiB
C++

#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();
}