mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-05-28 16:44:32 +00:00
304 lines
7.9 KiB
C++
304 lines
7.9 KiB
C++
#include "Renderer.h"
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#include "libpng/png.h"
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unsigned char* dataStart;
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unsigned char* dataCurr;
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unsigned char* dataEnd;
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DXGI_FORMAT Renderer::textureFormats[] = { DXGI_FORMAT_R8G8B8A8_UNORM };
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void user_write_data_init(unsigned char* pBuffer, int size)
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{
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dataStart = pBuffer;
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dataCurr = pBuffer;
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dataEnd = pBuffer + size;
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}
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int user_write_data_bytes_written()
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{
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return (int)(dataCurr - dataStart);
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}
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void user_write_data(png_struct_def* png_ptr, unsigned char* data, size_t length)
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{
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int canWrite = (int)((unsigned char*)dataEnd - (unsigned char*)dataCurr);
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if ((int)length < canWrite)
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canWrite = (int)length;
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memcpy(dataCurr, data, canWrite);
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dataCurr = (unsigned char*)dataCurr + canWrite;
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}
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void user_flush_data(png_struct_def* png_ptr)
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{
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// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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int Renderer::TextureCreate()
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{
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for (int i = 0; i < MAX_TEXTURES; i++)
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{
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if (!m_textures[i].allocated)
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{
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m_textures[i].texture = NULL;
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m_textures[i].allocated = true;
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m_textures[i].mipLevels = 1;
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m_textures[i].textureFormat = 0;
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return i;
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}
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}
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return -1;
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}
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void Renderer::TextureFree(int idx)
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{
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m_textures[idx].texture->Release();
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m_textures[idx].view->Release();
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m_textures[idx].view = NULL;
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m_textures[idx].allocated = false;
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m_textures[idx].texture = NULL;
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}
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void Renderer::TextureBind(int idx)
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{
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if (idx == -1)
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idx = defaultTextureIndex;
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Context& c = this->getContext();
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if (c.commandBuffer && c.commandBuffer->isActive)
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c.commandBuffer->BindTexture(idx);
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c.boundTextureIndex = idx;
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c.m_pDeviceContext->PSSetShaderResources(0, 1, &m_textures[idx].view);
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UpdateTextureState(false);
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}
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void Renderer::TextureBindVertex(int idx)
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{
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if (idx == -1)
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idx = defaultTextureIndex;
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Context& c = this->getContext();
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c.boundTextureIndex = idx;
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c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view);
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UpdateTextureState(true);
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}
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void Renderer::TextureSetTextureLevels(int levels)
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{
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Context& c = this->getContext();
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m_textures[c.boundTextureIndex].mipLevels = levels;
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}
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int Renderer::TextureGetTextureLevels()
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{
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Context& c = this->getContext();
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return m_textures[c.boundTextureIndex].mipLevels;
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}
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void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format)
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{
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Context& c = this->getContext();
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int idx = c.boundTextureIndex;
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m_textures[idx].textureFormat = format;
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if (level == 0)
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{
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = m_textures[idx].mipLevels;
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desc.ArraySize = 1;
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desc.Format = (DXGI_FORMAT)textureFormats[format];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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m_pDevice->CreateTexture2D(&desc, NULL, (ID3D11Texture2D**)&m_textures[idx].texture);
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m_pDevice->CreateShaderResourceView(m_textures[idx].texture, NULL, &m_textures[idx].view);
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}
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c.m_pDeviceContext->UpdateSubresource(
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m_textures[idx].texture,
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level,
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NULL,
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data,
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width * 4,
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width * height * 4
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);
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}
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void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level)
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{
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Context& c = this->getContext();
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int idx = c.boundTextureIndex;
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D3D11_TEXTURE2D_DESC desc;
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m_textures[idx].texture->GetDesc(&desc);
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D3D11_BOX box;
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box.left = xoffset;
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box.top = yoffset;
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box.right = xoffset + width;
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box.bottom = yoffset + height;
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box.front = 0;
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box.back = 1;
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c.m_pDeviceContext->UpdateSubresource(
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m_textures[idx].texture,
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level,
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&box,
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data,
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width * 4,
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width * height * 4
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);
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}
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void Renderer::TextureSetParam(int param, int value)
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{
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Context& c = this->getContext();
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int idx = c.boundTextureIndex;
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switch (param)
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{
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case GL_TEXTURE_MIN_FILTER:
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m_textures[idx].samplerParams &= ~4u;
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if (value == GL_LINEAR)
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m_textures[idx].samplerParams |= 4u;
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break;
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case GL_TEXTURE_MAG_FILTER:
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m_textures[idx].samplerParams &= ~8u;
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if (value == GL_LINEAR)
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m_textures[idx].samplerParams |= 8u;
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break;
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case GL_TEXTURE_WRAP_S:
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m_textures[idx].samplerParams &= ~1u;
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if (value == GL_CLAMP)
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m_textures[idx].samplerParams |= 1u;
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break;
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case GL_TEXTURE_WRAP_T:
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m_textures[idx].samplerParams &= ~2u;
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if (value == GL_CLAMP)
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m_textures[idx].samplerParams |= 2u;
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break;
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}
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}
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void Renderer::TextureDynamicUpdateStart()
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{
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// TODO: this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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void Renderer::TextureDynamicUpdateEnd()
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{
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// TODO: this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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void Renderer::UpdateTextureState(bool bVertex)
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{
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Context& c = this->getContext();
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ID3D11SamplerState* pSampler = GetManagedSamplerState();
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if (bVertex)
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c.m_pDeviceContext->VSSetSamplers(0, 1, &pSampler);
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else
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c.m_pDeviceContext->PSSetSamplers(0, 1, &pSampler);
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}
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HRESULT Renderer::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
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{
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png_image image;
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memset(&image, 0, sizeof(image));
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image.version = PNG_IMAGE_VERSION;
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png_image_begin_read_from_file(&image, szFilename);
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if ((image.format & 3u) > 1)
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return -1;
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image.format = PNG_FORMAT_RGBA;
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*ppDataOut = new int[image.width * image.height];
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if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, 0, NULL))
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return -1;
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pSrcInfo->Width = image.width;
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pSrcInfo->Height = image.height;
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return S_OK;
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}
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HRESULT Renderer::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
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{
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png_image image;
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memset(&image, 0, sizeof(image));
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image.version = PNG_IMAGE_VERSION;
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png_image_begin_read_from_memory(&image, pbData, dwBytes);
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if ((image.format & 3u) > 1)
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return -1;
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image.format = PNG_FORMAT_RGBA;
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*ppDataOut = new int[image.width * image.height];
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if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, 0, NULL))
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return -1;
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pSrcInfo->Width = image.width;
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pSrcInfo->Height = image.height;
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return S_OK;
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}
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HRESULT Renderer::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut)
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{
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png_image image;
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memset(&image, 0, sizeof(image));
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image.width = pSrcInfo->Width;
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image.height = pSrcInfo->Height;
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image.version = PNG_IMAGE_VERSION;
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image.format = PNG_FORMAT_RGB;
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png_image_write_to_file(&image, szFilename, 0, ppDataOut, 0, NULL);
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return S_OK;
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}
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HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn)
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{
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png_image image;
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memset(&image, 0, sizeof(image));
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image.width = width;
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image.height = height;
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image.version = PNG_IMAGE_VERSION;
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image.format = PNG_FORMAT_RGB;
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dataEnd = (BYTE*)pOutput + outputCapacity;
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dataStart = (BYTE*)pOutput;
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dataCurr = (BYTE*)pOutput;
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png_image_write_to_stdio(&image, NULL, 0, ppDataIn, 0, NULL, user_write_data, user_flush_data);
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*outputLength = (int)(dataCurr - dataStart);
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return S_OK;
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}
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void Renderer::TextureGetStats()
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{
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// TODO: this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx)
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{
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if ((unsigned int)idx <= 511)
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{
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if (m_textures[idx].allocated)
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return m_textures[idx].view;
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}
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return NULL;
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} |