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238
Minecraft.Client/Xbox/4JLibs/inc/4J_Render.h
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238
Minecraft.Client/Xbox/4JLibs/inc/4J_Render.h
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#pragma once
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#include <xsocialpost.h>
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const int GL_MODELVIEW_MATRIX = 0;
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const int GL_PROJECTION_MATRIX = 1;
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const int GL_MODELVIEW = 0;
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const int GL_PROJECTION = 1;
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const int GL_TEXTURE = 2;
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// These things required for tex gen
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const int GL_S = 0;
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const int GL_T = 1;
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const int GL_R = 2;
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const int GL_Q = 3;
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const int GL_TEXTURE_GEN_S = 0;
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const int GL_TEXTURE_GEN_T = 1;
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const int GL_TEXTURE_GEN_Q = 2;
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const int GL_TEXTURE_GEN_R = 3;
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const int GL_TEXTURE_GEN_MODE = 0;
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const int GL_OBJECT_LINEAR = 0;
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const int GL_EYE_LINEAR = 1;
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const int GL_OBJECT_PLANE = 0;
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const int GL_EYE_PLANE = 1;
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// These things are used by glEnable/glDisable so must be different and non-zero (zero is used by things we haven't assigned yet)
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const int GL_TEXTURE_2D = 1;
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const int GL_BLEND = 2;
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const int GL_CULL_FACE = 3;
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const int GL_ALPHA_TEST = 4;
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const int GL_DEPTH_TEST = 5;
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const int GL_FOG = 6;
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const int GL_LIGHTING = 7;
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const int GL_LIGHT0 = 8;
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const int GL_LIGHT1 = 9;
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const int GL_DEPTH_BUFFER_BIT = D3DCLEAR_ZBUFFER;
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const int GL_COLOR_BUFFER_BIT = D3DCLEAR_TARGET;
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const int GL_QUADS = D3DPT_QUADLIST;
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const int GL_TRIANGLES = D3DPT_TRIANGLELIST;
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const int GL_LINE_STRIP = D3DPT_LINESTRIP;
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const int GL_TRIANGLE_STRIP = D3DPT_TRIANGLESTRIP;
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const int GL_TRIANGLE_FAN = D3DPT_TRIANGLEFAN;
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const int GL_LINES=D3DPT_LINELIST;
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const int GL_SRC_ALPHA = D3DBLEND_SRCALPHA;
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const int GL_ONE_MINUS_SRC_ALPHA = D3DBLEND_INVSRCALPHA;
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const int GL_ONE = D3DBLEND_ONE;
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const int GL_ZERO = D3DBLEND_ZERO;
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const int GL_DST_ALPHA = D3DBLEND_DESTALPHA;
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const int GL_SRC_COLOR = D3DBLEND_SRCCOLOR;
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const int GL_DST_COLOR = D3DBLEND_DESTCOLOR;
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const int GL_ONE_MINUS_DST_COLOR = D3DBLEND_INVDESTCOLOR;
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const int GL_ONE_MINUS_SRC_COLOR = D3DBLEND_INVSRCCOLOR;
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const int GL_CONSTANT_ALPHA = D3DBLEND_CONSTANTALPHA;
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const int GL_ONE_MINUS_CONSTANT_ALPHA = D3DBLEND_INVCONSTANTALPHA;
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const int GL_GREATER = D3DCMP_GREATER;
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const int GL_EQUAL = D3DCMP_EQUAL;
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const int GL_LEQUAL = D3DCMP_LESSEQUAL;
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const int GL_GEQUAL = D3DCMP_GREATEREQUAL;
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const int GL_ALWAYS = D3DCMP_ALWAYS;
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const int GL_TEXTURE_MIN_FILTER = 1;
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const int GL_TEXTURE_MAG_FILTER = 2;
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const int GL_TEXTURE_WRAP_S = 3;
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const int GL_TEXTURE_WRAP_T = 4;
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const int GL_NEAREST = 0;
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const int GL_LINEAR = 1;
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const int GL_EXP = 2;
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const int GL_NEAREST_MIPMAP_LINEAR = 0; // TODO - mipmapping bit of this
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const int GL_CLAMP = 0;
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const int GL_REPEAT = 1;
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const int GL_FOG_START = 1;
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const int GL_FOG_END = 2;
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const int GL_FOG_MODE = 3;
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const int GL_FOG_DENSITY = 4;
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const int GL_FOG_COLOR = 5;
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const int GL_POSITION = 1;
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const int GL_AMBIENT = 2;
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const int GL_DIFFUSE = 3;
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const int GL_SPECULAR = 4;
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const int GL_LIGHT_MODEL_AMBIENT = 1;
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class C4JRender
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{
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public:
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void Tick();
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void UpdateGamma(unsigned short usGamma);
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// Matrix stack
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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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// Core
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void Initialise(IDirect3DDevice9 *pDevice);
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void InitialiseContext();
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void Present();
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void Clear(int flags, D3DRECT *pRect = NULL);
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void SetClearColour(D3DCOLOR colour);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(LPD3DXBUFFER *pngOut);
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void CaptureScreen(LPD3DXBUFFER *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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// Vertex data handling
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typedef enum
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{
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VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, // Position 3 x float, texture 2 x float, colour 4 x byte, normal 4 x byte, padding 1 DWORD
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VERTEX_TYPE_PS3_TS2_CS1, // Position 3 x short, texture 2 x short, colour 4 x byte, padding 1 DWORD
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VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT, // as VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 with lighting applied,
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VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, // as VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 with tex gen
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VERTEX_TYPE_COUNT
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} eVertexType;
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// Pixel shader
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typedef enum
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{
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PIXEL_SHADER_TYPE_STANDARD,
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PIXEL_SHADER_TYPE_PROJECTION,
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PIXEL_SHADER_TYPE_LOD_FORCE,
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PIXEL_SHADER_COUNT
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} ePixelShaderType;
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typedef enum
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{
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VIEWPORT_TYPE_FULLSCREEN,
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VIEWPORT_TYPE_SPLIT_TOP,
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VIEWPORT_TYPE_SPLIT_BOTTOM,
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VIEWPORT_TYPE_SPLIT_LEFT,
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VIEWPORT_TYPE_SPLIT_RIGHT,
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VIEWPORT_TYPE_QUADRANT_TOP_LEFT,
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VIEWPORT_TYPE_QUADRANT_TOP_RIGHT,
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VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT,
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VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT,
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} eViewportType;
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void DrawVertices(D3DPRIMITIVETYPE PrimitiveType, int count, void *dataIn, eVertexType vType, C4JRender::ePixelShaderType psType);
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void DrawVertexBuffer(D3DPRIMITIVETYPE PrimitiveType, int count, IDirect3DVertexBuffer9 *buffer, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType);
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// Command buffers
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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);
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void CBuffClear(int index);
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int CBuffSize(int index);
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void CBuffEnd(int vertexCount);
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bool CBuffCall(int index, bool full = true);
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void CBuffTick();
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void CBuffDeferredModeStart();
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void CBuffDeferredModeEnd();
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typedef enum
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{
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TEXTURE_FORMAT_RxGyBzAw, // Normal 32-bit RGBA texture, 8 bits per component
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TEXTURE_FORMAT_R0G0B0Ax, // One 8-bit component mapped to alpha channel, R=G=B=0
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TEXTURE_FORMAT_R1G1B1Ax, // One 8-bit component mapped to alpha channel, R=G=B=1
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TEXTURE_FORMAT_RxGxBxAx, // One 8-bit component mapped to all channels
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MAX_TEXTURE_FORMATS
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} eTextureFormat;
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// Textures
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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 TextureData(int width, int height, void *data, int level, eTextureFormat format = TEXTURE_FORMAT_RxGyBzAw);
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void TextureDataUpdate(void *data, int level);
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void TextureSetParam(int param, int value);
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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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void TextureGetStats();
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// State control
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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 cw);
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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(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 StateSetForceLOD(int LOD);
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};
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// Singleton
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extern C4JRender RenderManager;
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