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mc-lce/Minecraft.Client/Windows64/4JLibs/inc/4J_Render.h
2026-03-01 02:38:58 +02:00

303 lines
9.7 KiB
C++

#pragma once
class ImageFileBuffer
{
public:
enum EImageType
{
e_typePNG,
e_typeJPG
};
EImageType m_type;
void* m_pBuffer;
int m_bufferSize;
int GetType() { return m_type; }
void *GetBufferPointer() { return m_pBuffer; }
int GetBufferSize() { return m_bufferSize; }
void Release() { free(m_pBuffer); m_pBuffer = NULL; }
bool Allocated() { return m_pBuffer != NULL; }
};
typedef struct
{
int Width;
int Height;
}D3DXIMAGE_INFO;
typedef struct _XSOCIAL_PREVIEWIMAGE {
BYTE *pBytes;
DWORD Pitch;
DWORD Width;
DWORD Height;
// D3DFORMAT Format;
} XSOCIAL_PREVIEWIMAGE, *PXSOCIAL_PREVIEWIMAGE;
class C4JRender
{
public:
void Tick();
void UpdateGamma(unsigned short usGamma);
// Matrix stack
void MatrixMode(int type);
void MatrixSetIdentity();
void MatrixTranslate(float x,float y,float z);
void MatrixRotate(float angle, float x, float y, float z);
void MatrixScale(float x, float y, float z);
void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
void MatrixOrthogonal(float left,float right,float bottom,float top,float zNear,float zFar);
void MatrixPop();
void MatrixPush();
void MatrixMult(float *mat);
const float *MatrixGet(int type);
void Set_matrixDirty();
// Core
void Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain);
void InitialiseContext();
void StartFrame();
void DoScreenGrabOnNextPresent();
void Present();
void Clear(int flags, D3D11_RECT *pRect = NULL);
void SetClearColour(const float colourRGBA[4]);
bool IsWidescreen();
bool IsHiDef();
void CaptureThumbnail(ImageFileBuffer *pngOut);
void CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut);
void BeginConditionalSurvey(int identifier);
void EndConditionalSurvey();
void BeginConditionalRendering(int identifier);
void EndConditionalRendering();
// Vertex data handling
typedef enum
{
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
VERTEX_TYPE_COMPRESSED, // Compressed format - see comment at top of VS_PS3_TS2_CS1.hlsl for description of layout
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT, // as VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 with lighting applied,
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, // as VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1 with tex gen
VERTEX_TYPE_COUNT
} eVertexType;
// Pixel shader
typedef enum
{
PIXEL_SHADER_TYPE_STANDARD,
PIXEL_SHADER_TYPE_PROJECTION,
PIXEL_SHADER_TYPE_FORCELOD,
PIXEL_SHADER_COUNT
} ePixelShaderType;
typedef enum
{
VIEWPORT_TYPE_FULLSCREEN,
VIEWPORT_TYPE_SPLIT_TOP,
VIEWPORT_TYPE_SPLIT_BOTTOM,
VIEWPORT_TYPE_SPLIT_LEFT,
VIEWPORT_TYPE_SPLIT_RIGHT,
VIEWPORT_TYPE_QUADRANT_TOP_LEFT,
VIEWPORT_TYPE_QUADRANT_TOP_RIGHT,
VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT,
VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT,
} eViewportType;
typedef enum
{
PRIMITIVE_TYPE_TRIANGLE_LIST,
PRIMITIVE_TYPE_TRIANGLE_STRIP,
PRIMITIVE_TYPE_TRIANGLE_FAN,
PRIMITIVE_TYPE_QUAD_LIST,
PRIMITIVE_TYPE_LINE_LIST,
PRIMITIVE_TYPE_LINE_STRIP,
PRIMITIVE_TYPE_COUNT
} ePrimitiveType;
void DrawVertices(ePrimitiveType PrimitiveType, int count, void *dataIn, eVertexType vType, C4JRender::ePixelShaderType psType);
void DrawVertexBuffer(ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType);
// Command buffers
void CBuffLockStaticCreations();
int CBuffCreate(int count);
void CBuffDelete(int first, int count);
void CBuffStart(int index, bool full = false);
void CBuffClear(int index);
int CBuffSize(int index);
void CBuffEnd();
bool CBuffCall(int index, bool full = true);
void CBuffTick();
void CBuffDeferredModeStart();
void CBuffDeferredModeEnd();
typedef enum
{
TEXTURE_FORMAT_RxGyBzAw, // Normal 32-bit RGBA texture, 8 bits per component
/* Don't think these are all directly available on D3D 11 - leaving for now
TEXTURE_FORMAT_R0G0B0Ax, // One 8-bit component mapped to alpha channel, R=G=B=0
TEXTURE_FORMAT_R1G1B1Ax, // One 8-bit component mapped to alpha channel, R=G=B=1
TEXTURE_FORMAT_RxGxBxAx, // One 8-bit component mapped to all channels
*/
MAX_TEXTURE_FORMATS
} eTextureFormat;
// Textures
int TextureCreate();
void TextureFree(int idx);
void TextureBind(int idx);
void TextureBindVertex(int idx);
void TextureSetTextureLevels(int levels);
int TextureGetTextureLevels();
void TextureData(int width, int height, void *data, int level, eTextureFormat format = TEXTURE_FORMAT_RxGyBzAw);
void TextureDataUpdate(int xoffset, int yoffset, int width, int height, void *data, int level);
void TextureSetParam(int param, int value);
void TextureDynamicUpdateStart();
void TextureDynamicUpdateEnd();
HRESULT LoadTextureData(const char *szFilename,D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut);
HRESULT LoadTextureData(BYTE *pbData, DWORD dwBytes,D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut);
HRESULT SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut);
HRESULT SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn);
void TextureGetStats();
ID3D11ShaderResourceView *TextureGetTexture(int idx);
// State control
void StateSetColour(float r, float g, float b, float a);
void StateSetDepthMask(bool enable);
void StateSetBlendEnable(bool enable);
void StateSetBlendFunc(int src, int dst);
void StateSetBlendFactor(unsigned int colour);
void StateSetAlphaFunc(int func, float param);
void StateSetDepthFunc(int func);
void StateSetFaceCull(bool enable);
void StateSetFaceCullCW(bool enable);
void StateSetLineWidth(float width);
void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
void StateSetDepthTestEnable(bool enable);
void StateSetAlphaTestEnable(bool enable);
void StateSetDepthSlopeAndBias(float slope, float bias);
void StateSetFogEnable(bool enable);
void StateSetFogMode(int mode);
void StateSetFogNearDistance(float dist);
void StateSetFogFarDistance(float dist);
void StateSetFogDensity(float density);
void StateSetFogColour(float red, float green, float blue);
void StateSetLightingEnable(bool enable);
void StateSetVertexTextureUV( float u, float v);
void StateSetLightColour(int light, float red, float green, float blue);
void StateSetLightAmbientColour(float red, float green, float blue);
void StateSetLightDirection(int light, float x, float y, float z);
void StateSetLightEnable(int light, bool enable);
void StateSetViewport(eViewportType viewportType);
void StateSetEnableViewportClipPlanes(bool enable);
void StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace);
void StateSetStencil(int Function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask);
void StateSetForceLOD(int LOD);
// Event tracking
void BeginEvent(LPCWSTR eventName);
void EndEvent();
// PLM event handling
void Suspend();
bool Suspended();
void Resume();
};
const int GL_MODELVIEW_MATRIX = 0;
const int GL_PROJECTION_MATRIX = 1;
const int GL_MODELVIEW = 0;
const int GL_PROJECTION = 1;
const int GL_TEXTURE = 2;
// These things required for tex gen
const int GL_S = 0;
const int GL_T = 1;
const int GL_R = 2;
const int GL_Q = 3;
const int GL_TEXTURE_GEN_S = 0;
const int GL_TEXTURE_GEN_T = 1;
const int GL_TEXTURE_GEN_Q = 2;
const int GL_TEXTURE_GEN_R = 3;
const int GL_TEXTURE_GEN_MODE = 0;
const int GL_OBJECT_LINEAR = 0;
const int GL_EYE_LINEAR = 1;
const int GL_OBJECT_PLANE = 0;
const int GL_EYE_PLANE = 1;
// These things are used by glEnable/glDisable so must be different and non-zero (zero is used by things we haven't assigned yet)
const int GL_TEXTURE_2D = 1;
const int GL_BLEND = 2;
const int GL_CULL_FACE = 3;
const int GL_ALPHA_TEST = 4;
const int GL_DEPTH_TEST = 5;
const int GL_FOG = 6;
const int GL_LIGHTING = 7;
const int GL_LIGHT0 = 8;
const int GL_LIGHT1 = 9;
const int CLEAR_DEPTH_FLAG = 1;
const int CLEAR_COLOUR_FLAG = 2;
const int GL_DEPTH_BUFFER_BIT = CLEAR_DEPTH_FLAG;
const int GL_COLOR_BUFFER_BIT = CLEAR_COLOUR_FLAG;
const int GL_SRC_ALPHA = D3D11_BLEND_SRC_ALPHA;
const int GL_ONE_MINUS_SRC_ALPHA = D3D11_BLEND_INV_SRC_ALPHA;
const int GL_ONE = D3D11_BLEND_ONE;
const int GL_ZERO = D3D11_BLEND_ZERO;
const int GL_DST_ALPHA = D3D11_BLEND_DEST_ALPHA;
const int GL_SRC_COLOR = D3D11_BLEND_SRC_COLOR;
const int GL_DST_COLOR = D3D11_BLEND_DEST_COLOR;
const int GL_ONE_MINUS_DST_COLOR = D3D11_BLEND_INV_DEST_COLOR;
const int GL_ONE_MINUS_SRC_COLOR = D3D11_BLEND_INV_SRC_COLOR;
const int GL_CONSTANT_ALPHA = D3D11_BLEND_BLEND_FACTOR;
const int GL_ONE_MINUS_CONSTANT_ALPHA = D3D11_BLEND_INV_BLEND_FACTOR;
const int GL_GREATER = D3D11_COMPARISON_GREATER;
const int GL_EQUAL = D3D11_COMPARISON_EQUAL;
const int GL_LEQUAL = D3D11_COMPARISON_LESS_EQUAL;
const int GL_GEQUAL = D3D11_COMPARISON_GREATER_EQUAL;
const int GL_ALWAYS = D3D11_COMPARISON_ALWAYS;
const int GL_TEXTURE_MIN_FILTER = 1;
const int GL_TEXTURE_MAG_FILTER = 2;
const int GL_TEXTURE_WRAP_S = 3;
const int GL_TEXTURE_WRAP_T = 4;
const int GL_NEAREST = 0;
const int GL_LINEAR = 1;
const int GL_EXP = 2;
const int GL_NEAREST_MIPMAP_LINEAR = 0; // TODO - mipmapping bit of this
const int GL_CLAMP = 0;
const int GL_REPEAT = 1;
const int GL_FOG_START = 1;
const int GL_FOG_END = 2;
const int GL_FOG_MODE = 3;
const int GL_FOG_DENSITY = 4;
const int GL_FOG_COLOR = 5;
const int GL_POSITION = 1;
const int GL_AMBIENT = 2;
const int GL_DIFFUSE = 3;
const int GL_SPECULAR = 4;
const int GL_LIGHT_MODEL_AMBIENT = 1;
const int GL_LINES = C4JRender::PRIMITIVE_TYPE_LINE_LIST;
const int GL_LINE_STRIP = C4JRender::PRIMITIVE_TYPE_LINE_STRIP;
const int GL_QUADS = C4JRender::PRIMITIVE_TYPE_QUAD_LIST;
const int GL_TRIANGLE_FAN = C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN;
const int GL_TRIANGLE_STRIP = C4JRender::PRIMITIVE_TYPE_TRIANGLE_STRIP;
// Singleton
extern C4JRender RenderManager;