#pragma once #ifdef __linux__ #include "../Minecraft.Client/Platform/Linux/Stubs/LinuxStubs.h" #endif #include 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(); void InitialiseContext(); // Call before Initialise() to override window size and/or fullscreen mode. // If not called, the primary monitor's native resolution is used. void SetWindowSize(int w, int h); void SetFullscreen(bool fs); void StartFrame(); void DoScreenGrabOnNextPresent(); void Present(); void Clear(int flags); void SetClearColour(const float colourRGBA[4]); bool IsWidescreen(); bool IsHiDef(); void GetFramebufferSize(int &width, int &height); 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); // 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(); void *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(); // Linux window management bool ShouldClose(); void Shutdown(); }; const int GL_MODELVIEW_MATRIX = 0x0BA6; const int GL_PROJECTION_MATRIX = 0x0BA7; const int GL_MODELVIEW = 0x1700; const int GL_PROJECTION = 0x1701; const int GL_TEXTURE = 0x1702; // These things required for tex gen const int GL_S = 0x2000; const int GL_T = 0x2001; const int GL_R = 0x2002; const int GL_Q = 0x2003; const int GL_TEXTURE_GEN_S = 0x0C60; const int GL_TEXTURE_GEN_T = 0x0C61; const int GL_TEXTURE_GEN_Q = 0x0C63; const int GL_TEXTURE_GEN_R = 0x0C62; const int GL_TEXTURE_GEN_MODE = 0x2500; const int GL_OBJECT_LINEAR = 0x2401; const int GL_EYE_LINEAR = 0x2400; const int GL_OBJECT_PLANE = 0x2501; const int GL_EYE_PLANE = 0x2502; // 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 = 0x0DE1; const int GL_BLEND = 0x0BE2; const int GL_CULL_FACE = 0x0B44; const int GL_ALPHA_TEST = 0x0BC0; const int GL_DEPTH_TEST = 0x0B71; const int GL_FOG = 0x0B60; const int GL_LIGHTING = 0x0B50; const int GL_LIGHT0 = 0x4000; const int GL_LIGHT1 = 0x4001; const int CLEAR_DEPTH_FLAG = 0x00000100; const int CLEAR_COLOUR_FLAG = 0x00004000; const int GL_DEPTH_BUFFER_BIT = CLEAR_DEPTH_FLAG; const int GL_COLOR_BUFFER_BIT = CLEAR_COLOUR_FLAG; const int GL_SRC_ALPHA = 0x0302; const int GL_ONE_MINUS_SRC_ALPHA = 0x0303; const int GL_ONE = 1; const int GL_ZERO = 0; const int GL_DST_ALPHA = 0x0304; const int GL_SRC_COLOR = 0x0300; const int GL_DST_COLOR = 0x0306; const int GL_ONE_MINUS_DST_COLOR = 0x0307; const int GL_ONE_MINUS_SRC_COLOR = 0x0301; const int GL_CONSTANT_ALPHA = 0x8003; const int GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004; const int GL_GREATER = 0x0204; const int GL_EQUAL = 0x0202; const int GL_LEQUAL = 0x0203; const int GL_GEQUAL = 0x0206; const int GL_ALWAYS = 0x0207; const int GL_TEXTURE_MIN_FILTER = 0x2801; const int GL_TEXTURE_MAG_FILTER = 0x2800; const int GL_TEXTURE_WRAP_S = 0x2802; const int GL_TEXTURE_WRAP_T = 0x2803; const int GL_NEAREST = 0x2600; const int GL_LINEAR = 0x2601; const int GL_EXP = 0x0800; const int GL_NEAREST_MIPMAP_LINEAR = 0x2702; // TODO - mipmapping bit of this const int GL_CLAMP = 0x2900; const int GL_REPEAT = 0x2901; const int GL_FOG_START = 0x0B63; const int GL_FOG_END = 0x0B64; const int GL_FOG_MODE = 0x0B65; const int GL_FOG_DENSITY = 0x0B62; const int GL_FOG_COLOR = 0x0B66; const int GL_POSITION = 0x1203; const int GL_AMBIENT = 0x1200; const int GL_DIFFUSE = 0x1201; const int GL_SPECULAR = 0x1202; const int GL_LIGHT_MODEL_AMBIENT = 0x0B53; const int GL_LINES = 0x0001; const int GL_LINE_STRIP = 0x0003; const int GL_QUADS = 0x0007; const int GL_TRIANGLE_FAN = 0x0006; const int GL_TRIANGLE_STRIP = 0x0005; // Singleton extern C4JRender RenderManager;