303 lines
9.7 KiB
C++
303 lines
9.7 KiB
C++
#pragma once
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class ImageFileBuffer
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{
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public:
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enum EImageType
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{
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e_typePNG,
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e_typeJPG
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};
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EImageType m_type;
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void* m_pBuffer;
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int m_bufferSize;
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int GetType() { return m_type; }
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void *GetBufferPointer() { return m_pBuffer; }
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int GetBufferSize() { return m_bufferSize; }
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void Release() { free(m_pBuffer); m_pBuffer = NULL; }
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bool Allocated() { return m_pBuffer != NULL; }
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};
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typedef struct
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{
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int Width;
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int Height;
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}D3DXIMAGE_INFO;
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typedef struct _XSOCIAL_PREVIEWIMAGE {
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BYTE *pBytes;
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DWORD Pitch;
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DWORD Width;
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DWORD Height;
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// D3DFORMAT Format;
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} XSOCIAL_PREVIEWIMAGE, *PXSOCIAL_PREVIEWIMAGE;
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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(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain);
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void InitialiseContext();
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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 = NULL);
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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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// 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_COMPRESSED, // Compressed format - see comment at top of VS_PS3_TS2_CS1.hlsl for description of layout
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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_FORCELOD,
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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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typedef enum
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{
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PRIMITIVE_TYPE_TRIANGLE_LIST,
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PRIMITIVE_TYPE_TRIANGLE_STRIP,
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PRIMITIVE_TYPE_TRIANGLE_FAN,
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PRIMITIVE_TYPE_QUAD_LIST,
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PRIMITIVE_TYPE_LINE_LIST,
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PRIMITIVE_TYPE_LINE_STRIP,
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PRIMITIVE_TYPE_COUNT
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} ePrimitiveType;
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void DrawVertices(ePrimitiveType PrimitiveType, int count, void *dataIn, eVertexType vType, C4JRender::ePixelShaderType psType);
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void DrawVertexBuffer(ePrimitiveType PrimitiveType, int count, ID3D11Buffer *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, bool full = false);
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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 = 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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/* Don't think these are all directly available on D3D 11 - leaving for now
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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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*/
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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(int xoffset, int yoffset, int width, int height, void *data, int level);
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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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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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// 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 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(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(int 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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// Event tracking
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void BeginEvent(LPCWSTR eventName);
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void EndEvent();
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// PLM event handling
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void Suspend();
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bool Suspended();
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void Resume();
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};
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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 CLEAR_DEPTH_FLAG = 1;
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const int CLEAR_COLOUR_FLAG = 2;
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const int GL_DEPTH_BUFFER_BIT = CLEAR_DEPTH_FLAG;
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const int GL_COLOR_BUFFER_BIT = CLEAR_COLOUR_FLAG;
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const int GL_SRC_ALPHA = D3D11_BLEND_SRC_ALPHA;
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const int GL_ONE_MINUS_SRC_ALPHA = D3D11_BLEND_INV_SRC_ALPHA;
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const int GL_ONE = D3D11_BLEND_ONE;
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const int GL_ZERO = D3D11_BLEND_ZERO;
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const int GL_DST_ALPHA = D3D11_BLEND_DEST_ALPHA;
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const int GL_SRC_COLOR = D3D11_BLEND_SRC_COLOR;
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const int GL_DST_COLOR = D3D11_BLEND_DEST_COLOR;
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const int GL_ONE_MINUS_DST_COLOR = D3D11_BLEND_INV_DEST_COLOR;
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const int GL_ONE_MINUS_SRC_COLOR = D3D11_BLEND_INV_SRC_COLOR;
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const int GL_CONSTANT_ALPHA = D3D11_BLEND_BLEND_FACTOR;
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const int GL_ONE_MINUS_CONSTANT_ALPHA = D3D11_BLEND_INV_BLEND_FACTOR;
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const int GL_GREATER = D3D11_COMPARISON_GREATER;
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const int GL_EQUAL = D3D11_COMPARISON_EQUAL;
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const int GL_LEQUAL = D3D11_COMPARISON_LESS_EQUAL;
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const int GL_GEQUAL = D3D11_COMPARISON_GREATER_EQUAL;
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const int GL_ALWAYS = D3D11_COMPARISON_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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const int GL_LINES = C4JRender::PRIMITIVE_TYPE_LINE_LIST;
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const int GL_LINE_STRIP = C4JRender::PRIMITIVE_TYPE_LINE_STRIP;
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const int GL_QUADS = C4JRender::PRIMITIVE_TYPE_QUAD_LIST;
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const int GL_TRIANGLE_FAN = C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN;
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const int GL_TRIANGLE_STRIP = C4JRender::PRIMITIVE_TYPE_TRIANGLE_STRIP;
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// Singleton
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extern C4JRender RenderManager;
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