mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-06-28 20:35:36 +00:00
453 lines
13 KiB
C++
453 lines
13 KiB
C++
#pragma once
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#include "4J_Render.h"
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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#define MAX_MIP_LEVELS 5
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#define MAX_TEXTURES 512
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class Renderer
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{
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public:
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struct Context;
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struct CommandBuffer;
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void Tick();
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void UpdateGamma(unsigned short usGamma);
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void MatrixMode(int type);
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void MatrixSetIdentity();
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void MatrixTranslate(float x, float y, float z);
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void MatrixRotate(float angle, float x, float y, float z);
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void MatrixScale(float x, float y, float z);
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void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
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void MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar);
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void MatrixPop();
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void MatrixPush();
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void MatrixMult(float* mat);
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const float* MatrixGet(int type);
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void Set_matrixDirty();
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void Initialise(ID3D11Device* pDevice, IDXGISwapChain* pSwapChain);
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ID3D11DeviceContext* InitialiseContext(bool fromPresent);
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present();
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void Clear(int flags, D3D11_RECT* pRect);
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void SetClearColour(const float colourRGBA[4]);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer* pngOut);
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void CaptureScreen(ImageFileBuffer* jpgOut, XSOCIAL_PREVIEWIMAGE* previewOut);
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void BeginConditionalSurvey(int identifier);
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void EndConditionalSurvey();
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void BeginConditionalRendering(int identifier);
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void EndConditionalRendering();
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void DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void* dataIn, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType);
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void DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer* buffer, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType);
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void CBuffLockStaticCreations();
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int CBuffCreate(int count);
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void CBuffDelete(int first, int count);
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void CBuffStart(int index, bool full);
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void CBuffClear(int index);
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int CBuffSize(int index);
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void CBuffEnd();
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bool CBuffCall(int index, bool full);
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void CBuffTick();
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void CBuffDeferredModeStart();
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void CBuffDeferredModeEnd();
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int TextureCreate();
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void TextureFree(int idx);
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void TextureBind(int idx);
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void TextureBindVertex(int idx);
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void TextureSetTextureLevels(int levels);
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int TextureGetTextureLevels();
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void TextureSetParam(int param, int value);
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void TextureDynamicUpdateStart();
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void TextureDynamicUpdateEnd();
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void TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format);
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void TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level);
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HRESULT LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut);
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HRESULT LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut);
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HRESULT SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut);
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HRESULT SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn);
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void TextureGetStats();
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ID3D11ShaderResourceView* TextureGetTexture(int idx);
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void StateSetColour(float r, float g, float b, float a);
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void StateSetDepthMask(bool enable);
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void StateSetBlendEnable(bool enable);
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void StateSetBlendFunc(int src, int dst);
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void StateSetBlendFactor(unsigned int colour);
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void StateSetAlphaFunc(int func, float param);
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void StateSetDepthFunc(int func);
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void StateSetFaceCull(bool enable);
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void StateSetFaceCullCW(bool enable);
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void StateSetLineWidth(float width);
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void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
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void StateSetDepthTestEnable(bool enable);
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void StateSetAlphaTestEnable(bool enable);
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void StateSetDepthSlopeAndBias(float slope, float bias);
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void StateSetFogEnable(bool enable);
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void StateSetFogMode(int mode);
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void StateSetFogNearDistance(float dist);
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void StateSetFogFarDistance(float dist);
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void StateSetFogDensity(float density);
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void StateSetFogColour(float red, float green, float blue);
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void StateSetLightingEnable(bool enable);
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void StateSetVertexTextureUV(float u, float v);
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void StateSetLightColour(int light, float red, float green, float blue);
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void StateSetLightAmbientColour(float red, float green, float blue);
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void StateSetLightDirection(int light, float x, float y, float z);
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void StateSetLightEnable(int light, bool enable);
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void StateSetViewport(C4JRender::eViewportType viewportType);
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void StateSetEnableViewportClipPlanes(bool enable);
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void StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace);
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void StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask);
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void StateSetForceLOD(int LOD);
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void BeginEvent(LPCWSTR eventName);
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void EndEvent();
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void Suspend();
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bool Suspended();
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void Resume();
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void StateUpdate();
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private:
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void SetupShaders();
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void ConvertLinearToPng(ImageFileBuffer* pngOut, unsigned char* linearData, unsigned int width, unsigned int height);
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void DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType primitiveType, int* count, bool* drawIndexed);
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void UpdateTexGenState();
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void UpdateLightingState();
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void UpdateViewportState();
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void UpdateFogState();
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void UpdateTextureState(bool vertexSampler);
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void MultWithStack(DirectX::XMMATRIX matrix);
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ID3D11DepthStencilState* GetManagedDepthStencilState();
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ID3D11BlendState* GetManagedBlendState();
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ID3D11RasterizerState* GetManagedRasterizerState();
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ID3D11SamplerState* GetManagedSamplerState();
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void DeleteInternalBuffer(int index);
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Renderer::Context& getContext();
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static D3D11_PRIMITIVE_TOPOLOGY* m_Topologies;
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static DXGI_FORMAT textureFormats[C4JRender::MAX_TEXTURE_FORMATS];
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public:
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struct Texture
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{
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bool allocated;
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ID3D11Texture2D* texture;
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ID3D11ShaderResourceView* view;
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DWORD textureFlags;
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DWORD mipLevels;
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DWORD textureFormat;
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DWORD samplerParams;
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};
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struct TexgenCBuffer
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{
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DirectX::XMMATRIX unk0;
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DirectX::XMMATRIX unk1;
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};
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enum eCommandType
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{
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COMMAND_ADD_MATRIX,
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COMMAND_ADD_VERTICES,
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COMMAND_BIND_TEXTURE,
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COMMAND_SET_COLOR,
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COMMAND_SET_DEPTH_FUNC,
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COMMAND_SET_DEPTH_MASK,
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COMMAND_SET_DEPTH_TEST,
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COMMAND_SET_LIGHTING_ENABLE,
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COMMAND_SET_LIGHT_ENABLE,
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COMMAND_SET_LIGHT_DIRECTION,
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COMMAND_SET_LIGHT_COLOUR,
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COMMAND_SET_LIGHT_AMBIENT_COLOUR,
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COMMAND_SET_BLEND_ENABLE,
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COMMAND_SET_BLEND_FUNC,
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COMMAND_SET_BLEND_FACTOR,
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COMMAND_SET_FACE_CULL,
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};
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struct CommandBuffer
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{
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CommandBuffer(bool full);
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~CommandBuffer();
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void StartRecording();
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void EndRecording(ID3D11Device* device);
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std::uint64_t GetAllocated();
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bool IsBusy();
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void AddMatrix(const float* matrix);
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void AddVertices(unsigned int stride, unsigned int count, void* dataIn, Renderer::Context& context);
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void BindTexture(int idx);
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void SetColor(float r, float g, float b, float a);
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void SetDepthFunc(int func);
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void SetDepthMask(bool enable);
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void SetDepthTestEnable(bool enable);
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void SetLightingEnable(bool enable);
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void SetLightEnable(int light, bool enable);
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void SetLightDirection(int light, float x, float y, float z);
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void SetLightColour(int light, float r, float g, float b);
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void SetLightAmbientColour(float r, float g, float b);
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void SetBlendEnable(bool enable);
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void SetBlendFunc(int src, int dst);
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void SetBlendFactor(unsigned int factor);
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void SetFaceCull(bool enable);
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void Render(C4JRender::eVertexType vertexType, Renderer::Context& context, int primitiveType);
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struct Command
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{
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Renderer::eCommandType m_command_type;
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BYTE commandPadding[12];
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union
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{
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BYTE data[64];
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struct
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{
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float m_matrix[16];
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//DirectX::XMMATRIX m_matrix;
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} add_matrix;
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struct
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{
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unsigned int m_vertex_index_start;
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unsigned int m_vertex_count;
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} add_vertices;
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struct
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{
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unsigned int m_texture_index;
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} bind_texture;
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struct
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{
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float m_color[4];
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} set_color;
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struct
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{
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int m_depth_func;
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} set_depth_func;
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struct
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{
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bool m_enable;
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} set_depth_mask;
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struct
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{
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bool m_enable;
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} set_depth_test;
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struct
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{
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bool m_enable;
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} set_lighting_enable;
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struct
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{
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int m_light_index;
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bool m_enable;
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} set_light_enable;
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struct
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{
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int m_light_index;
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float padding[3];
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float m_direction[4];
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} set_light_direction;
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struct
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{
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int m_light_index;
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float m_color[3];
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} set_light_colour;
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struct
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{
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BYTE padding;
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float m_color[3];
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} set_light_ambient_colour;
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struct
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{
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bool m_enable;
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} set_blend_enable;
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struct
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{
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int m_src;
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int m_dst;
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} set_blend_func;
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struct
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{
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unsigned int m_blend_factor;
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} set_blend_factor;
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struct
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{
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bool m_enable;
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} set_face_cull;
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};
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};
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ID3D11Buffer* m_vertexBuffer;
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void* m_vertexData;
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std::uint64_t m_vertexDataLength;
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std::vector<Command> m_commands;
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std::uint64_t m_allocated;
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BYTE isActive;
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BYTE paddingAfterActive[7];
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};
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struct DeferredCBuff
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{
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Renderer::CommandBuffer* m_command_buf;
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int m_vertex_index;
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int m_vertex_type;
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int m_primitive_type;
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DirectX::XMMATRIX m_matrix;
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};
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struct Context
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{
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Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
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ID3D11DeviceContext* m_pDeviceContext;
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ID3DUserDefinedAnnotation* userAnnotation;
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DWORD contextStateFlags;
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BYTE paddingAfterFlags[12];
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DirectX::XMMATRIX matrixStacks[4][16];
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bool matrixDirty[4];
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DWORD matrixStackDepth[4];
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DWORD matrixModeType;
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DWORD boundTextureIndex;
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BYTE faceCullEnabled;
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BYTE depthTestEnabled;
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BYTE alphaTestEnabled;
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float alphaReference;
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BYTE depthWriteEnabled;
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BYTE fogEnabled;
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BYTE paddingAfterFogFlags[2];
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float fogNearDistance;
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float fogFarDistance;
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float fogDensity;
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float fogColourRed;
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float fogColourBlue;
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float fogColourGreen;
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DWORD fogMode;
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BYTE lightingEnabled;
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BYTE lightEnabled[2];
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BYTE lightingDirty;
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DWORD forcedLOD;
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BYTE paddingAfterForceLOD[4];
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DirectX::XMFLOAT4 lightDirection[2];
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DirectX::XMFLOAT4 lightColour[2];
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DirectX::XMFLOAT4 lightAmbientColour;
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ID3D11Buffer* cbMatrix0;
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ID3D11Buffer* cbMatrix1;
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ID3D11Buffer* cbMatrix2;
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ID3D11Buffer* cbMatrix3;
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ID3D11Buffer* cbVertexTexcoord;
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ID3D11Buffer* cbFogParams;
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ID3D11Buffer* cbLighting;
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ID3D11Buffer* cbTexGen;
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ID3D11Buffer* cbAux0;
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ID3D11Buffer* cbAux1;
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ID3D11Buffer* cbColour;
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ID3D11Buffer* cbFogColour;
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ID3D11Buffer* cbAux2;
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ID3D11Buffer* cbAlphaTest;
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ID3D11Buffer* cbAux3;
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ID3D11Buffer* cbAux4;
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uint64_t dynamicVertexBase;
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DWORD dynamicVertexOffset;
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BYTE paddingAfterDynamicOffset[4];
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ID3D11Buffer* dynamicVertexBuffer;
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BYTE paddingBeforeTexGen[8];
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DirectX::XMMATRIX texGenMatrices[2];
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Renderer::CommandBuffer* commandBuffer;
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DWORD recordingBufferIndex;
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DWORD recordingVertexType;
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DWORD recordingPrimitiveType;
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BYTE deferredModeEnabled;
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BYTE paddingAfterDeferredModeEnabled[3];
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std::vector<DeferredCBuff> deferredBuffers;
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D3D11_BLEND_DESC blendDesc;
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
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D3D11_RASTERIZER_DESC rasterizerDesc;
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float blendFactor[4];
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DWORD reservedContext0;
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DWORD reservedContext1;
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};
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static DWORD tlsIdx;
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static unsigned int s_auiWidths[MAX_MIP_LEVELS + 1];
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static unsigned int s_auiHeights[MAX_MIP_LEVELS + 1];
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static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5];
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static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[2];
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static D3D11_PRIMITIVE_TOPOLOGY g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT];
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static int totalAlloc;
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static _RTL_CRITICAL_SECTION totalAllocCS;
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float m_fClearColor[4];
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ID3D11Device* m_pDevice;
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ID3D11DeviceContext* m_pDeviceContext;
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IDXGISwapChain* m_pSwapChain;
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ID3D11RenderTargetView* renderTargetView;
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ID3D11RenderTargetView* renderTargetViews[4];
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ID3D11ShaderResourceView* renderTargetShaderResourceView;
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ID3D11ShaderResourceView* renderTargetShaderResourceViews[4];
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ID3D11Texture2D* renderTargetTextures[4];
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ID3D11DepthStencilView* depthStencilView;
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ID3D11VertexShader** vertexShaderTable;
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ID3D11VertexShader* screenSpaceVertexShader;
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ID3D11VertexShader* screenClearVertexShader;
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ID3D11PixelShader** pixelShaderTable;
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ID3D11PixelShader* screenSpacePixelShader;
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ID3D11PixelShader* screenClearPixelShader;
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unsigned int* vertexStrideTable;
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ID3D11InputLayout** inputLayoutTable;
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ID3D11Buffer* quadIndexBuffer;
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ID3D11Buffer* fanIndexBuffer;
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DWORD defaultTextureIndex;
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WORD reservedRendererWord0;
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BYTE paddingAfterRendererWord0[2];
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DWORD presentCount;
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BYTE rendererFlag0;
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BYTE paddingAfterRendererFlag0[3];
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_RTL_CRITICAL_SECTION rtl_critical_section100;
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DWORD activeVertexType;
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DWORD activePixelType;
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C4JRender::eViewportType m_ViewportType;
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BYTE reservedRendererByte0;
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BYTE paddingAfterViewportType[3];
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Renderer::Texture m_textures[MAX_TEXTURES];
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DWORD backBufferWidth;
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DWORD backBufferHeight;
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BYTE reservedRendererByte1;
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BYTE paddingAfterRendererByte1[3];
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DWORD reservedRendererDword1;
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void* reservedRendererPtr2;
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void* reservedRendererPtr3;
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uint64_t reservedRendererPtr1;
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void* reservedRendererPtr4;
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void* reservedRendererPtr5;
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void* reservedRendererPtr6;
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DWORD reservedRendererDword2;
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DWORD reservedRendererDword3;
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std::unordered_map<int, ID3D11BlendState*> managedBlendStates;
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std::unordered_map<int, ID3D11DepthStencilState*> managedDepthStencilStates;
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std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates;
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std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates;
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bool m_bShouldScreenGrabNextFrame;
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BYTE m_bSuspended;
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BYTE paddingAfterSuspendState[2];
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};
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// Singleton
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extern Renderer InternalRenderManager;
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