mirror of
https://github.com/4jcraft/4jcraft.git
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102 lines
5.5 KiB
C++
102 lines
5.5 KiB
C++
#include "4J_Render.h"
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#include <cstring>
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C4JRender RenderManager;
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static float s_identityMatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
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void C4JRender::Tick() {}
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void C4JRender::UpdateGamma(unsigned short usGamma) {}
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void C4JRender::MatrixMode(int type) {}
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void C4JRender::MatrixSetIdentity() {}
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void C4JRender::MatrixTranslate(float x, float y, float z) {}
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void C4JRender::MatrixRotate(float angle, float x, float y, float z) {}
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void C4JRender::MatrixScale(float x, float y, float z) {}
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void C4JRender::MatrixPerspective(float fovy, float aspect, float zNear, float zFar) {}
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void C4JRender::MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar) {}
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void C4JRender::MatrixPop() {}
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void C4JRender::MatrixPush() {}
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void C4JRender::MatrixMult(float *mat) {}
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const float* C4JRender::MatrixGet(int type) { return s_identityMatrix; }
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void C4JRender::Set_matrixDirty() {}
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void C4JRender::Initialise() {}
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void C4JRender::InitialiseContext() {}
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void C4JRender::StartFrame() {}
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void C4JRender::DoScreenGrabOnNextPresent() {}
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void C4JRender::Present() {}
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void C4JRender::Clear(int flags) {}
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void C4JRender::SetClearColour(const float colourRGBA[4]) {}
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bool C4JRender::IsWidescreen() { return true; }
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bool C4JRender::IsHiDef() { return true; }
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void C4JRender::CaptureThumbnail(ImageFileBuffer *pngOut) {}
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void C4JRender::CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut) {}
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void C4JRender::BeginConditionalSurvey(int identifier) {}
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void C4JRender::EndConditionalSurvey() {}
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void C4JRender::BeginConditionalRendering(int identifier) {}
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void C4JRender::EndConditionalRendering() {}
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void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count, void *dataIn, eVertexType vType, C4JRender::ePixelShaderType psType) {}
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void C4JRender::CBuffLockStaticCreations() {}
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int C4JRender::CBuffCreate(int count) { return 0; }
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void C4JRender::CBuffDelete(int first, int count) {}
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void C4JRender::CBuffStart(int index, bool full) {}
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void C4JRender::CBuffClear(int index) {}
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int C4JRender::CBuffSize(int index) { return 0; }
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void C4JRender::CBuffEnd() {}
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bool C4JRender::CBuffCall(int index, bool full) { return false; }
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void C4JRender::CBuffTick() {}
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void C4JRender::CBuffDeferredModeStart() {}
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void C4JRender::CBuffDeferredModeEnd() {}
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int C4JRender::TextureCreate() { return 0; }
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void C4JRender::TextureFree(int idx) {}
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void C4JRender::TextureBind(int idx) {}
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void C4JRender::TextureBindVertex(int idx) {}
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void C4JRender::TextureSetTextureLevels(int levels) {}
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int C4JRender::TextureGetTextureLevels() { return 1; }
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void C4JRender::TextureData(int width, int height, void *data, int level, eTextureFormat format) {}
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void C4JRender::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void *data, int level) {}
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void C4JRender::TextureSetParam(int param, int value) {}
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void C4JRender::TextureDynamicUpdateStart() {}
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void C4JRender::TextureDynamicUpdateEnd() {}
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HRESULT C4JRender::LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut) { return S_OK; }
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HRESULT C4JRender::LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut) { return S_OK; }
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HRESULT C4JRender::SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut) { return S_OK; }
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HRESULT C4JRender::SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn) { return S_OK; }
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void C4JRender::TextureGetStats() {}
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void* C4JRender::TextureGetTexture(int idx) { return nullptr; }
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void C4JRender::StateSetColour(float r, float g, float b, float a) {}
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void C4JRender::StateSetDepthMask(bool enable) {}
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void C4JRender::StateSetBlendEnable(bool enable) {}
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void C4JRender::StateSetBlendFunc(int src, int dst) {}
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void C4JRender::StateSetBlendFactor(unsigned int colour) {}
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void C4JRender::StateSetAlphaFunc(int func, float param) {}
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void C4JRender::StateSetDepthFunc(int func) {}
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void C4JRender::StateSetFaceCull(bool enable) {}
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void C4JRender::StateSetFaceCullCW(bool enable) {}
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void C4JRender::StateSetLineWidth(float width) {}
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void C4JRender::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha) {}
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void C4JRender::StateSetDepthTestEnable(bool enable) {}
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void C4JRender::StateSetAlphaTestEnable(bool enable) {}
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void C4JRender::StateSetDepthSlopeAndBias(float slope, float bias) {}
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void C4JRender::StateSetFogEnable(bool enable) {}
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void C4JRender::StateSetFogMode(int mode) {}
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void C4JRender::StateSetFogNearDistance(float dist) {}
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void C4JRender::StateSetFogFarDistance(float dist) {}
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void C4JRender::StateSetFogDensity(float density) {}
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void C4JRender::StateSetFogColour(float red, float green, float blue) {}
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void C4JRender::StateSetLightingEnable(bool enable) {}
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void C4JRender::StateSetVertexTextureUV(float u, float v) {}
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void C4JRender::StateSetLightColour(int light, float red, float green, float blue) {}
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void C4JRender::StateSetLightAmbientColour(float red, float green, float blue) {}
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void C4JRender::StateSetLightDirection(int light, float x, float y, float z) {}
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void C4JRender::StateSetLightEnable(int light, bool enable) {}
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void C4JRender::StateSetViewport(eViewportType viewportType) {}
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void C4JRender::StateSetEnableViewportClipPlanes(bool enable) {}
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void C4JRender::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace) {}
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void C4JRender::StateSetStencil(int Function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask) {}
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void C4JRender::StateSetForceLOD(int LOD) {}
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void C4JRender::BeginEvent(LPCWSTR eventName) {}
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void C4JRender::EndEvent() {}
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void C4JRender::Suspend() {}
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bool C4JRender::Suspended() { return false; }
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void C4JRender::Resume() {}
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