/* 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 "libpng/png.h" unsigned char* dataStart; unsigned char *dataCurr; unsigned char *dataEnd; DXGI_FORMAT Renderer::textureFormats[] = { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN }; void user_write_data_init(unsigned char* pBuffer, int size) { dataStart = pBuffer; dataCurr = pBuffer; dataEnd = pBuffer + size; } int user_write_data_bytes_written() { return static_cast(dataCurr - dataStart); } void user_write_data(png_struct_def* png_ptr, unsigned char* src, size_t length) { int bytesToWrite = static_cast(dataEnd - dataCurr); if (static_cast(length) < bytesToWrite) bytesToWrite = static_cast(length); memcpy(dataCurr, src, bytesToWrite); dataCurr += bytesToWrite; } void user_flush_data(png_struct_def* png_ptr) { // TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib } int Renderer::TextureCreate() { PROFILER_SCOPE("Renderer::TextureCreate", "TextureCreate", MP_PURPLE4) for (int i = 0; i < MAX_TEXTURES; i++) { if (!m_textures[i].allocated) { m_textures[i].texture = NULL; m_textures[i].allocated = true; m_textures[i].mipLevels = 1; m_textures[i].textureFormat = 0; return i; } } return -1; } void Renderer::TextureFree(int idx) { PROFILER_SCOPE("Renderer::TextureFree", "TextureFree", MP_PURPLE4) if (m_textures[idx].texture) { m_textures[idx].texture->Release(); m_textures[idx].texture = NULL; } if (m_textures[idx].view) { m_textures[idx].view->Release(); m_textures[idx].view = NULL; } m_textures[idx].allocated = false; } void Renderer::TextureBind(int idx) { PROFILER_SCOPE("Renderer::TextureBind", "TextureBind", MP_PURPLE4) if (idx == -1) idx = defaultTextureIndex; Context& c = getContext(); if (c.commandBuffer && c.commandBuffer->isActive) c.commandBuffer->BindTexture(idx); c.textureIdx = idx; c.m_pDeviceContext->PSSetShaderResources(0, 1, &m_textures[idx].view); UpdateTextureState(false); } void Renderer::TextureBindVertex(int idx) { PROFILER_SCOPE("Renderer::TextureBindVertex", "TextureBindVertex", MP_PURPLE4) if (idx == -1) idx = defaultTextureIndex; Context& c = getContext(); c.textureIdx = idx; c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view); UpdateTextureState(true); } void Renderer::TextureSetTextureLevels(int levels) { Context& c = getContext(); m_textures[c.textureIdx].mipLevels = levels; } int Renderer::TextureGetTextureLevels() { Context& c = getContext(); return m_textures[c.textureIdx].mipLevels; } void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format) { PROFILER_SCOPE("Renderer::TextureData", "TextureData", MP_PURPLE4) Context& c = getContext(); int idx = c.textureIdx; m_textures[idx].textureFormat = format; if (level == 0) { D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = m_textures[idx].mipLevels; desc.ArraySize = 1; desc.Format = textureFormats[format]; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; m_pDevice->CreateTexture2D(&desc, NULL, &m_textures[idx].texture); m_pDevice->CreateShaderResourceView(m_textures[idx].texture, NULL, &m_textures[idx].view); } c.m_pDeviceContext->UpdateSubresource( m_textures[idx].texture, level, NULL, data, static_cast(width * 4), static_cast(width * height * 4) ); } void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level) { PROFILER_SCOPE("Renderer::TextureDataUpdate", "TextureDataUpdate", MP_PURPLE4) Context& c = getContext(); int idx = c.textureIdx; D3D11_TEXTURE2D_DESC desc; m_textures[idx].texture->GetDesc(&desc); D3D11_BOX box; box.left = xoffset; box.top = yoffset; box.right = xoffset + width; box.bottom = yoffset + height; box.front = 0; box.back = 1; c.m_pDeviceContext->UpdateSubresource( m_textures[idx].texture, level, &box, data, static_cast(width * 4), static_cast(width * height * 4) ); } void Renderer::TextureSetParam(int param, int value) { Context& c = getContext(); int idx = c.textureIdx; switch (param) { case GL_TEXTURE_MIN_FILTER: m_textures[idx].samplerParams &= ~4u; if (value == GL_LINEAR) m_textures[idx].samplerParams |= 4u; break; case GL_TEXTURE_MAG_FILTER: m_textures[idx].samplerParams &= ~8u; if (value == GL_LINEAR) m_textures[idx].samplerParams |= 8u; break; case GL_TEXTURE_WRAP_S: m_textures[idx].samplerParams &= ~1u; if (value == GL_CLAMP) m_textures[idx].samplerParams |= 1u; break; case GL_TEXTURE_WRAP_T: m_textures[idx].samplerParams &= ~2u; if (value == GL_CLAMP) m_textures[idx].samplerParams |= 2u; break; } } void Renderer::TextureDynamicUpdateStart() { // TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib } void Renderer::TextureDynamicUpdateEnd() { // TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib } void Renderer::UpdateTextureState(bool bVertex) { Context& c = getContext(); ID3D11SamplerState* pSampler = GetManagedSamplerState(); if (bVertex) c.m_pDeviceContext->VSSetSamplers(0, 1, &pSampler); else c.m_pDeviceContext->PSSetSamplers(0, 1, &pSampler); } HRESULT Renderer::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut) { PROFILER_SCOPE("Renderer::LoadTextureData_File", "LoadTextureData_File", MP_PURPLE4) png_image image; memset(&image, 0, sizeof(image)); image.version = PNG_IMAGE_VERSION; if (!png_image_begin_read_from_file(&image, szFilename)) return -1; // TODO(3UR): why crash? //if ((image.format & 3u) > 1) // return -1; image.format = PNG_FORMAT_BGRA; *ppDataOut = new int[image.width * image.height]; if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, 0, NULL)) return -1; pSrcInfo->Width = image.width; pSrcInfo->Height = image.height; return S_OK; } HRESULT Renderer::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut) { PROFILER_SCOPE("Renderer::LoadTextureData_Memory", "LoadTextureData_Memory", MP_PURPLE4) png_image image; memset(&image, 0, sizeof(image)); image.version = PNG_IMAGE_VERSION; if (!png_image_begin_read_from_memory(&image, pbData, dwBytes)) return -1; // TODO(3UR): why crash? //if ((image.format & 3u) > 1) // return -1; image.format = PNG_FORMAT_BGRA; *ppDataOut = new int[image.width * image.height]; if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, 0, NULL)) return -1; pSrcInfo->Width = image.width; pSrcInfo->Height = image.height; return S_OK; } HRESULT Renderer::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut) { PROFILER_SCOPE("Renderer::SaveTextureData", "SaveTextureData", MP_PURPLE4) png_image image; memset(&image, 0, sizeof(image)); image.width = pSrcInfo->Width; image.height = pSrcInfo->Height; image.version = PNG_IMAGE_VERSION; image.format = PNG_FORMAT_BGRA; png_image_write_to_file(&image, szFilename, 0, ppDataOut, 0, NULL); return S_OK; } HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn) { PROFILER_SCOPE("Renderer::SaveTextureDataToMemory", "SaveTextureDataToMemory", MP_PURPLE4) png_image image; memset(&image, 0, sizeof(image)); image.width = width; image.height = height; image.version = PNG_IMAGE_VERSION; image.format = PNG_FORMAT_RGBA; dataEnd = (BYTE*)pOutput + outputCapacity; dataStart = (BYTE*)pOutput; dataCurr = (BYTE*)pOutput; png_image_write_to_stdio(&image, NULL, 0, ppDataIn, 0, NULL, user_write_data, user_flush_data); *outputLength = static_cast(dataCurr - dataStart); return S_OK; } void Renderer::TextureGetStats() { // TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib } ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx) { if ((unsigned int)idx <= 511) { if (m_textures[idx].allocated) return m_textures[idx].view; } return NULL; }