/* MIT License Copyright (c) 2026 Patoke Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "stdafx.h" #include "Renderer.h" #include #include ID3D11BlendState *Renderer::GetManagedBlendState() { PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedBlendState", MP_ORCHID1) Context &c = getContext(); const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0]; const int key = (rtBlend.BlendEnable ? 1 : 0) | ((static_cast(rtBlend.SrcBlend) & 0x1F) << 1) | ((static_cast(rtBlend.DestBlend) & 0x1F) << 6) | ((static_cast(rtBlend.RenderTargetWriteMask) & 0x0F) << 11); auto it = managedBlendStates.find(key); if (it != managedBlendStates.end()) return it->second; ID3D11BlendState *state = NULL; m_pDevice->CreateBlendState(&c.blendDesc, &state); managedBlendStates.emplace(key, state); return state; } ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState() { PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedDepthStencilState", MP_ORCHID1) Context &c = getContext(); const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) | (c.depthStencilDesc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL ? 1 : 0); auto it = managedDepthStencilStates.find(key); if (it != managedDepthStencilStates.end()) return it->second; ID3D11DepthStencilState *state = NULL; m_pDevice->CreateDepthStencilState(&c.depthStencilDesc, &state); managedDepthStencilStates.emplace(key, state); return state; } ID3D11RasterizerState *Renderer::GetManagedRasterizerState() { PROFILER_SCOPE("Renderer::GetManagedRasterizerState", "GetManagedRasterizerState", MP_ORCHID1) Context &c = getContext(); const int key = (static_cast(c.rasterizerDesc.DepthBias)) | (static_cast(static_cast(c.rasterizerDesc.SlopeScaledDepthBias)) << 8) | ((static_cast(c.rasterizerDesc.CullMode) & 0x03) << 16); auto it = managedRasterizerStates.find(key); if (it != managedRasterizerStates.end()) return it->second; ID3D11RasterizerState *state = NULL; m_pDevice->CreateRasterizerState(&c.rasterizerDesc, &state); managedRasterizerStates.emplace(key, state); return state; } ID3D11SamplerState *Renderer::GetManagedSamplerState() { PROFILER_SCOPE("Renderer::GetManagedSamplerState", "GetManagedSamplerState", MP_ORCHID1) Context &c = getContext(); const int key = m_textures[c.textureIdx].samplerParams; auto it = managedSamplerStates.find(key); if (it != managedSamplerStates.end()) return it->second; const bool clampU = (key & 0x01) != 0; const bool clampV = (key & 0x02) != 0; const bool linearFilter = (key & 0x04) != 0; const bool mipLinear = (key & 0x08) != 0; const int filterBits = (mipLinear ? 0x08 : 0x00) | (linearFilter ? 0x22 : 0x02); D3D11_SAMPLER_DESC desc = {}; desc.Filter = static_cast(filterBits >> 1); desc.AddressU = clampU ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressV = clampV ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressW = static_cast(3); desc.MipLODBias = 0.0f; desc.MaxAnisotropy = 16; desc.ComparisonFunc = static_cast(1); desc.BorderColor[0] = 0.0f; desc.BorderColor[1] = 0.0f; desc.BorderColor[2] = 0.0f; desc.BorderColor[3] = 0.0f; desc.MinLOD = -(std::numeric_limits::max)(); desc.MaxLOD = (std::numeric_limits::max)(); ID3D11SamplerState *state = NULL; m_pDevice->CreateSamplerState(&desc, &state); managedSamplerStates.emplace(key, state); return state; } void Renderer::StateSetFogEnable(bool enable) { Context &c = getContext(); c.fogEnabled = enable; } void Renderer::StateSetFogMode(int mode) { Context &c = getContext(); c.fogMode = mode; } void Renderer::StateSetFogNearDistance(float dist) { Context &c = getContext(); c.fogNearDistance = dist; } void Renderer::StateSetFogFarDistance(float dist) { Context &c = getContext(); c.fogFarDistance = dist; } void Renderer::StateSetFogDensity(float density) { Context &c = getContext(); c.fogDensity = density; } void Renderer::StateSetFogColour(float red, float green, float blue) { Context &c = getContext(); c.fogColourRed = red; c.fogColourBlue = blue; c.fogColourGreen = green; } void Renderer::UpdateViewportState() {} void Renderer::StateSetLightingEnable(bool enable) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightingEnable(enable); return; } c.lightingEnabled = enable; } void Renderer::StateSetLightColour(int light, float red, float green, float blue) { if (light >= 2) return; Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightColour(light, red, green, blue); return; } c.lightColour[light].x = red; c.lightColour[light].y = green; c.lightColour[light].z = blue; c.lightColour[light].w = 1.0f; c.lightingDirty = true; } void Renderer::StateSetLightAmbientColour(float red, float green, float blue) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightAmbientColour(red, green, blue); return; } c.lightAmbientColour.x = red; c.lightAmbientColour.y = green; c.lightAmbientColour.z = blue; c.lightAmbientColour.w = 1.0f; c.lightingDirty = true; } void Renderer::StateSetLightEnable(int light, bool enable) { if (light >= 2) return; Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightEnable(light, enable); return; } c.lightEnabled[light] = enable; c.lightingDirty = true; } void Renderer::StateSetColour(float r, float g, float b, float a) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetColor(r, g, b, a); return; } ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; const float colour[4] = {r, g, b, a}; memcpy(c.m_cachedTintColor, colour, sizeof(c.m_cachedTintColor)); D3D11_MAPPED_SUBRESOURCE mapped = {}; d3d11->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, colour, sizeof(colour)); d3d11->Unmap(c.m_tintColorBuffer, 0); } void Renderer::StateSetDepthMask(bool enable) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetDepthMask(enable); return; } c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0); c.depthWriteEnabled = enable; } void Renderer::StateSetBlendEnable(bool enable) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetBlendEnable(enable); return; } c.blendDesc.RenderTarget[0].BlendEnable = enable; c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetBlendFunc(int src, int dst) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetBlendFunc(src, dst); return; } c.blendDesc.RenderTarget[0].SrcBlend = static_cast(src); c.blendDesc.RenderTarget[0].DestBlend = static_cast(dst); c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetBlendFactor(unsigned int colour) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetBlendFactor(colour); return; } const float scale = 255.0f; c.blendFactor[0] = static_cast((colour >> 0) & 0xFF) / scale; c.blendFactor[1] = static_cast((colour >> 8) & 0xFF) / scale; c.blendFactor[2] = static_cast((colour >> 16) & 0xFF) / scale; c.blendFactor[3] = static_cast((colour >> 24) & 0xFF) / scale; c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetAlphaFunc(int, float param) { Context &c = getContext(); c.alphaReference = param; const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, alpha, sizeof(alpha)); c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0); } void Renderer::StateSetDepthFunc(int func) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetDepthFunc(func); return; } c.depthStencilDesc.DepthFunc = static_cast(func); c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0); } void Renderer::StateSetFaceCull(bool enable) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetFaceCull(enable); return; } c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE; c.m_pDeviceContext->RSSetState(GetManagedRasterizerState()); c.faceCullEnabled = enable; } void Renderer::StateSetFaceCullCW(bool enable) { Context &c = getContext(); if (c.faceCullEnabled) c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT; else c.rasterizerDesc.CullMode = D3D11_CULL_NONE; c.m_pDeviceContext->RSSetState(GetManagedRasterizerState()); } void Renderer::StateSetLineWidth(float) {} void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha) { Context &c = getContext(); std::uint8_t mask = 0; mask |= red ? 0x1 : 0; mask |= green ? 0x2 : 0; mask |= blue ? 0x4 : 0; mask |= alpha ? 0x8 : 0; c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask; c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetDepthTestEnable(bool enable) { Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetDepthTestEnable(enable); return; } c.depthStencilDesc.DepthEnable = enable; c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0); c.depthTestEnabled = enable; } void Renderer::StateSetAlphaTestEnable(bool enable) { Context &c = getContext(); c.alphaTestEnabled = enable; const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, alpha, sizeof(alpha)); c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0); } void Renderer::StateSetDepthSlopeAndBias(float slope, float bias) { Context &c = getContext(); const float scale = 65536.0f; c.rasterizerDesc.DepthBias = static_cast(bias * scale); c.rasterizerDesc.SlopeScaledDepthBias = slope * scale; c.m_pDeviceContext->RSSetState(GetManagedRasterizerState()); } void Renderer::UpdateFogState() { PROFILER_SCOPE("Renderer::UpdateFogState", "UpdateFogState", MP_ORCHID1) Context &c = getContext(); ID3D11DeviceContext *d3d11 = c.m_pDeviceContext; float fogParams[4] = {}; if (c.fogEnabled) { if (c.fogMode == 1) { fogParams[0] = c.fogFarDistance; fogParams[1] = 1.0f / (c.fogFarDistance - c.fogNearDistance); fogParams[2] = 1.0f; } else { fogParams[0] = c.fogDensity; fogParams[2] = 2.0f; } } const float fogColour[4] = {c.fogColourRed, c.fogColourGreen, c.fogColourBlue, 1.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; d3d11->Map(c.m_fogParamsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, fogParams, sizeof(fogParams)); d3d11->Unmap(c.m_fogParamsBuffer, 0); d3d11->Map(c.m_fogColourBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, fogColour, sizeof(fogColour)); d3d11->Unmap(c.m_fogColourBuffer, 0); } void Renderer::StateSetVertexTextureUV(float u, float v) { Context &c = getContext(); const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.m_vertexTexcoordBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, texgen, sizeof(texgen)); c.m_pDeviceContext->Unmap(c.m_vertexTexcoordBuffer, 0); } void Renderer::UpdateTexGenState() { PROFILER_SCOPE("Renderer::UpdateTexGenState", "UpdateTexGenState", MP_ORCHID1) Context &c = getContext(); D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.m_texGenMatricesBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, c.texGenMatrices, sizeof(c.texGenMatrices)); c.m_pDeviceContext->Unmap(c.m_texGenMatricesBuffer, 0); } void Renderer::UpdateLightingState() { PROFILER_SCOPE("Renderer::UpdateLightingState", "UpdateLightingState", MP_ORCHID1) Context &c = getContext(); if (!c.lightingDirty || !c.lightingEnabled) { return; } if (!c.lightEnabled[0]) { std::memset(&c.lightDirection[0], 0, sizeof(c.lightDirection[0])); std::memset(&c.lightColour[0], 0, sizeof(c.lightColour[0])); } if (!c.lightEnabled[1]) { std::memset(&c.lightDirection[1], 0, sizeof(c.lightDirection[1])); std::memset(&c.lightColour[1], 0, sizeof(c.lightColour[1])); } const std::size_t lightingBytes = sizeof(c.lightDirection) + sizeof(c.lightColour) + sizeof(c.lightAmbientColour); D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.m_lightingStateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); std::memcpy(mapped.pData, c.lightDirection, lightingBytes); c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0); c.lightingDirty = false; } void Renderer::StateSetLightDirection(int light, float x, float y, float z) { if (light >= 2) return; Context &c = getContext(); if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0) { c.commandBuffer->SetLightDirection(light, x, y, z); return; } const std::uint32_t stackIndex = c.stackPos[MATRIX_MODE_MODELVIEW]; const DirectX::XMMATRIX &modelView = c.matrixStacks[MATRIX_MODE_MODELVIEW][stackIndex]; const DirectX::XMVECTOR direction = DirectX::XMVectorSet(x, y, z, 0.0f); const DirectX::XMVECTOR transformed = DirectX::XMVector3TransformNormal(direction, modelView); const DirectX::XMVECTOR normalized = DirectX::XMVector3Normalize(transformed); DirectX::XMStoreFloat4(&c.lightDirection[light], normalized); c.lightingDirty = true; } void Renderer::StateSetViewport(C4JRender::eViewportType viewportType) { getContext(); m_ViewportType = viewportType; const float fullWidth = static_cast(backBufferWidth); const float fullHeight = static_cast(backBufferHeight); float x = 0.0f; float y = 0.0f; float width = fullWidth; float height = fullHeight; switch (viewportType) { case C4JRender::VIEWPORT_TYPE_FULLSCREEN: break; case C4JRender::VIEWPORT_TYPE_SPLIT_TOP: height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: y = fullHeight * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: width = fullWidth * 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: x = fullWidth * 0.5f; width = fullWidth * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: x = fullWidth * 0.5f; width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: y = fullHeight * 0.5f; width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: x = fullWidth * 0.5f; y = fullHeight * 0.5f; width = fullWidth * 0.5f; height = fullHeight * 0.5f; break; default: break; } D3D11_VIEWPORT viewport = {}; viewport.TopLeftX = x; viewport.TopLeftY = y; viewport.Width = width; viewport.Height = height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; m_pDeviceContext->RSSetViewports(1, &viewport); m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView); } void Renderer::StateSetEnableViewportClipPlanes(bool) {} void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace) { Context &c = getContext(); DirectX::XMVECTOR plane = DirectX::XMVectorSet(x, y, z, w); if (eyeSpace) { DirectX::XMFLOAT4X4 modelView; std::memset(&modelView, 0, sizeof(modelView)); std::memcpy(&modelView, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView)); DirectX::XMVECTOR determinant = DirectX::XMVectorZero(); const DirectX::XMMATRIX inverse = DirectX::XMMatrixInverse(&determinant, DirectX::XMLoadFloat4x4(&modelView)); plane = DirectX::XMVector4Transform(plane, inverse); } DirectX::XMFLOAT4 transformed; DirectX::XMStoreFloat4(&transformed, plane); const int activeSet = eyeSpace ? 0 : 1; const int inactiveSet = eyeSpace ? 1 : 0; float *active = reinterpret_cast(&c.texGenMatrices[activeSet]); active[col + 0] = transformed.x; active[col + 4] = transformed.y; active[col + 8] = transformed.z; active[col + 12] = transformed.w; float *inactive = reinterpret_cast(&c.texGenMatrices[inactiveSet]); inactive[col + 0] = 0.0f; inactive[col + 4] = 0.0f; inactive[col + 8] = 0.0f; inactive[col + 12] = 0.0f; } void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask) { Context &c = getContext(); D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc; desc.StencilEnable = true; desc.StencilReadMask = stencil_func_mask; desc.StencilWriteMask = stencil_write_mask; desc.FrontFace.StencilFunc = function; desc.BackFace.StencilFunc = function; ID3D11DepthStencilState *state = NULL; m_pDevice->CreateDepthStencilState(&desc, &state); m_pDeviceContext->OMSetDepthStencilState(state, stencil_ref); if (state != NULL) state->Release(); } void Renderer::StateSetForceLOD(int LOD) { Context &c = getContext(); c.forcedLOD = LOD; } void Renderer::StateUpdate() { PROFILER_SCOPE("Renderer::StateUpdate", "StateUpdate", MP_ORCHID1) Context &c = getContext(); StateSetFaceCull(c.faceCullEnabled); StateSetDepthMask(c.depthWriteEnabled); StateSetDepthTestEnable(c.depthTestEnabled); StateSetAlphaTestEnable(c.alphaTestEnabled); }