mirror of
https://github.com/LCEMP/LCEMP.git
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846 lines
31 KiB
C++
846 lines
31 KiB
C++
/*
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MIT License
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Copyright (c) 2026 Patoke
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "stdafx.h"
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#include "Renderer.h"
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#include <cstdint>
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#include <cstring>
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#include <new>
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Renderer::CommandBuffer::CommandBuffer(bool full)
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: m_vertexBuffer(NULL)
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, m_vertexData(NULL)
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, m_vertexDataLength(0)
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, m_commands()
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, m_allocated(0x1000)
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, isActive(full ? 1 : 0)
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{
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m_vertexData = malloc(m_allocated);
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EnterCriticalSection(&Renderer::totalAllocCS);
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Renderer::totalAlloc += static_cast<int>(m_allocated);
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LeaveCriticalSection(&Renderer::totalAllocCS);
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}
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Renderer::CommandBuffer::~CommandBuffer()
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{
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if (m_vertexBuffer)
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m_vertexBuffer->Release();
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free(m_vertexData);
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EnterCriticalSection(&Renderer::totalAllocCS);
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Renderer::totalAlloc -= static_cast<int>(m_allocated);
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LeaveCriticalSection(&Renderer::totalAllocCS);
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}
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void Renderer::CommandBuffer::StartRecording() {}
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void Renderer::CommandBuffer::EndRecording(ID3D11Device *device)
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{
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if (m_vertexDataLength != 0)
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{
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = static_cast<UINT>(m_vertexDataLength);
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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D3D11_SUBRESOURCE_DATA data = {};
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data.pSysMem = m_vertexData;
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device->CreateBuffer(&desc, &data, &m_vertexBuffer);
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}
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free(m_vertexData);
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m_vertexData = NULL;
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}
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std::uint64_t Renderer::CommandBuffer::GetAllocated()
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{
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return m_allocated;
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}
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bool Renderer::CommandBuffer::IsBusy()
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{
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return false;
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}
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void Renderer::CommandBuffer::AddMatrix(const float *matrix)
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{
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Command command = {};
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command.m_command_type = COMMAND_ADD_MATRIX;
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memcpy(command.add_matrix.m_matrix, matrix, sizeof(command.add_matrix.m_matrix));
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int count, void *dataIn, Renderer::Context &c)
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{
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PROFILER_SCOPE("Renderer::CommandBuffer::AddVertices", "AddVertices", MP_ORANGE)
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if (c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF])
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{
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AddMatrix(InternalRenderManager.MatrixGet(MATRIX_MODE_MODELVIEW_CBUFF));
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c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = false;
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}
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const std::uint64_t vertexOffset = m_vertexDataLength;
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const std::uint64_t copySize = std::uint64_t(stride) * std::uint64_t(count);
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Command command = {};
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command.m_command_type = COMMAND_ADD_VERTICES;
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command.add_vertices.m_vertex_index_start = (unsigned int)vertexOffset;
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command.add_vertices.m_vertex_count = count;
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m_vertexDataLength = vertexOffset + copySize;
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if (m_vertexDataLength > m_allocated)
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{
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EnterCriticalSection(&Renderer::totalAllocCS);
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Renderer::totalAlloc -= static_cast<int>(m_allocated);
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LeaveCriticalSection(&Renderer::totalAllocCS);
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m_allocated = ((m_vertexDataLength + (0x1000 - 1)) & ~(0x1000 - 1));
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m_vertexData = std::realloc(m_vertexData, m_allocated);
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EnterCriticalSection(&Renderer::totalAllocCS);
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Renderer::totalAlloc += static_cast<int>(m_allocated);
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LeaveCriticalSection(&Renderer::totalAllocCS);
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}
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const std::size_t byteCount = std::size_t(stride) * std::size_t(count);
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memcpy(static_cast<std::uint8_t *>(m_vertexData) + vertexOffset, dataIn, byteCount);
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::BindTexture(int idx)
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{
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Command command = {};
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command.m_command_type = COMMAND_BIND_TEXTURE;
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command.bind_texture.m_texture_index = idx;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetColor(float r, float g, float b, float a)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_COLOR;
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command.set_color.m_color[0] = r;
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command.set_color.m_color[1] = g;
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command.set_color.m_color[2] = b;
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command.set_color.m_color[3] = a;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetDepthFunc(int func)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_DEPTH_FUNC;
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command.set_depth_func.m_depth_func = func;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetDepthMask(bool enable)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_DEPTH_MASK;
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command.set_depth_mask.m_enable = enable;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetDepthTestEnable(bool enable)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_DEPTH_TEST;
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command.set_depth_test.m_enable = enable;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetLightingEnable(bool enable)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_LIGHTING_ENABLE;
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command.set_lighting_enable.m_enable = enable;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetLightEnable(int light, bool enable)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_LIGHT_ENABLE;
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command.set_light_enable.m_light_index = light;
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command.set_light_enable.m_enable = enable;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetLightDirection(int light, float x, float y, float z)
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{
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Renderer::Context &c = InternalRenderManager.getContext();
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const std::uint32_t depth = c.stackPos[MATRIX_MODE_MODELVIEW_CBUFF];
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const DirectX::XMMATRIX &matrix = c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][depth];
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DirectX::XMVECTOR direction = DirectX::XMVectorSet(x, y, z, 0.0f);
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direction = DirectX::XMVector3TransformNormal(direction, matrix);
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direction = DirectX::XMVector3Normalize(direction);
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Command command = {};
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command.m_command_type = COMMAND_SET_LIGHT_DIRECTION;
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command.set_light_direction.m_light_index = light;
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DirectX::XMFLOAT4 outDirection;
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DirectX::XMStoreFloat4(&outDirection, direction);
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command.set_light_direction.m_direction[0] = outDirection.x;
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command.set_light_direction.m_direction[1] = outDirection.y;
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command.set_light_direction.m_direction[2] = outDirection.z;
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command.set_light_direction.m_direction[3] = outDirection.w;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetLightColour(int light, float r, float g, float b)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_LIGHT_COLOUR;
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command.set_light_colour.m_light_index = light;
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command.set_light_colour.m_color[0] = r;
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command.set_light_colour.m_color[1] = g;
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command.set_light_colour.m_color[2] = b;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetLightAmbientColour(float r, float g, float b)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_LIGHT_AMBIENT_COLOUR;
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command.set_light_ambient_colour.m_color[0] = r;
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command.set_light_ambient_colour.m_color[1] = g;
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command.set_light_ambient_colour.m_color[2] = b;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetBlendEnable(bool enable)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_BLEND_ENABLE;
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command.set_blend_enable.m_enable = enable;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetBlendFunc(int src, int dst)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_BLEND_FUNC;
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command.set_blend_func.m_src = src;
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command.set_blend_func.m_dst = dst;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetBlendFactor(unsigned int factor)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_BLEND_FACTOR;
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command.set_blend_factor.m_blend_factor = factor;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::SetFaceCull(bool enable)
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{
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Command command = {};
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command.m_command_type = COMMAND_SET_FACE_CULL;
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command.set_face_cull.m_enable = enable;
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m_commands.push_back(command);
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}
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void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Context &c, int primitiveType)
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{
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PROFILER_SCOPE("Renderer::CommandBuffer::Render", "Render", MP_ORANGE)
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if (!m_vertexBuffer)
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return;
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int drawVertexType = vType;
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int shaderVertexType = drawVertexType;
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bool matrixOverride = false;
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for (const Command &command : m_commands)
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{
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PROFILER_SCOPE("Renderer::CommandBuffer::Render", "ProcessCommand", MP_ORANGE)
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switch (command.m_command_type)
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{
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case COMMAND_ADD_MATRIX:
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{
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if (drawVertexType == C4JRender::VERTEX_TYPE_COMPRESSED)
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{
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const float row[4] = {
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command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13],
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command.add_matrix.m_matrix[14], command.add_matrix.m_matrix[15]
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};
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if (memcmp(row, c.m_cachedCompressedTranslation, sizeof(row)) != 0)
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{
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memcpy(c.m_cachedCompressedTranslation, row, sizeof(row));
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D3D11_MAPPED_SUBRESOURCE mappedAux0 = {};
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c.m_pDeviceContext->Map(c.m_compressedTranslationBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux0);
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memcpy(mappedAux0.pData, row, sizeof(row));
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c.m_pDeviceContext->Unmap(c.m_compressedTranslationBuffer, 0);
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}
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}
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else
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{
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if (memcmp(command.add_matrix.m_matrix, c.m_cachedLocalMatrix, sizeof(c.m_cachedLocalMatrix)) != 0)
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{
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memcpy(c.m_cachedLocalMatrix, command.add_matrix.m_matrix, sizeof(c.m_cachedLocalMatrix));
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D3D11_MAPPED_SUBRESOURCE mappedMatrix1 = {};
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c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix1);
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memcpy(mappedMatrix1.pData, command.add_matrix.m_matrix, sizeof(command.add_matrix.m_matrix));
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c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
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}
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matrixOverride = true;
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}
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break;
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}
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case COMMAND_ADD_VERTICES:
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{
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if (isActive)
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{
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if (c.lightingDirty && c.lightingEnabled)
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InternalRenderManager.UpdateLightingState();
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if (drawVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1)
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{
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if (c.lightingEnabled)
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{
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drawVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
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shaderVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
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}
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}
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else if (drawVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT && !c.lightingEnabled)
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{
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drawVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1;
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shaderVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1;
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}
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if (static_cast<DWORD>(drawVertexType) != InternalRenderManager.activeVertexType)
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{
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c.m_pDeviceContext->VSSetShader(InternalRenderManager.vertexShaderTable[shaderVertexType], NULL, 0);
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c.m_pDeviceContext->IASetInputLayout(InternalRenderManager.inputLayoutTable[shaderVertexType]);
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InternalRenderManager.activeVertexType = drawVertexType;
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}
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}
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unsigned int drawCount = command.add_vertices.m_vertex_count;
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bool drawIndexed = false;
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if (primitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
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{
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drawCount = (drawCount * 6) / 4;
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drawIndexed = true;
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}
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else if (primitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
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{
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drawCount = (drawCount - 2) * 3;
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drawIndexed = true;
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}
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ID3D11Buffer *buffer = m_vertexBuffer;
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const UINT stride = InternalRenderManager.vertexStrideTable[drawVertexType];
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const UINT offset = command.add_vertices.m_vertex_index_start;
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c.m_pDeviceContext->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
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if (drawIndexed)
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c.m_pDeviceContext->DrawIndexed(drawCount, 0, 0);
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else
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c.m_pDeviceContext->Draw(drawCount, 0);
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break;
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}
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case COMMAND_BIND_TEXTURE:
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{
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c.textureIdx = command.bind_texture.m_texture_index;
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ID3D11ShaderResourceView *view = InternalRenderManager.m_textures[c.textureIdx].view;
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c.m_pDeviceContext->PSSetShaderResources(0, 1, &view);
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InternalRenderManager.UpdateTextureState(false);
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break;
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}
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case COMMAND_SET_COLOR:
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{
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if (memcmp(command.set_color.m_color, c.m_cachedTintColor, sizeof(c.m_cachedTintColor)) != 0)
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{
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memcpy(c.m_cachedTintColor, command.set_color.m_color, sizeof(c.m_cachedTintColor));
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D3D11_MAPPED_SUBRESOURCE mappedColour = {};
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c.m_pDeviceContext->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedColour);
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memcpy(mappedColour.pData, command.set_color.m_color, sizeof(command.set_color.m_color));
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c.m_pDeviceContext->Unmap(c.m_tintColorBuffer, 0);
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}
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break;
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}
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case COMMAND_SET_DEPTH_FUNC:
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{
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c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(command.set_depth_func.m_depth_func);
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_DEPTH_MASK:
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{
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c.depthWriteEnabled = command.set_depth_mask.m_enable;
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c.depthStencilDesc.DepthWriteMask = command.set_depth_mask.m_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_DEPTH_TEST:
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{
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c.depthTestEnabled = command.set_depth_test.m_enable;
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c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable;
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_LIGHTING_ENABLE:
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{
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c.lightingEnabled = command.set_lighting_enable.m_enable;
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break;
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}
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case COMMAND_SET_LIGHT_ENABLE:
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{
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const int light = command.set_light_enable.m_light_index;
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if (light >= 0 && light < 2)
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{
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c.lightEnabled[light] = command.set_light_enable.m_enable;
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c.lightingDirty = true;
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}
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break;
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}
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case COMMAND_SET_LIGHT_DIRECTION:
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{
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const int light = command.set_light_direction.m_light_index;
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if (light >= 0 && light < 2)
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{
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c.lightDirection[light].x = command.set_light_direction.m_direction[0];
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c.lightDirection[light].y = command.set_light_direction.m_direction[1];
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c.lightDirection[light].z = command.set_light_direction.m_direction[2];
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c.lightDirection[light].w = command.set_light_direction.m_direction[3];
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c.lightingDirty = true;
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}
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break;
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}
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case COMMAND_SET_LIGHT_COLOUR:
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{
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const int light = command.set_light_colour.m_light_index;
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if (light >= 0 && light < 2)
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{
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c.lightColour[light].x = command.set_light_colour.m_color[0];
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c.lightColour[light].y = command.set_light_colour.m_color[1];
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c.lightColour[light].z = command.set_light_colour.m_color[2];
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c.lightColour[light].w = 1.0f;
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c.lightingDirty = true;
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}
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break;
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}
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case COMMAND_SET_LIGHT_AMBIENT_COLOUR:
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{
|
|
c.lightAmbientColour.x = command.set_light_ambient_colour.m_color[0];
|
|
c.lightAmbientColour.y = command.set_light_ambient_colour.m_color[1];
|
|
c.lightAmbientColour.z = command.set_light_ambient_colour.m_color[2];
|
|
c.lightAmbientColour.w = 1.0f;
|
|
c.lightingDirty = true;
|
|
break;
|
|
}
|
|
case COMMAND_SET_BLEND_ENABLE:
|
|
{
|
|
c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable;
|
|
break;
|
|
}
|
|
case COMMAND_SET_BLEND_FUNC:
|
|
{
|
|
c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_src);
|
|
c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_dst);
|
|
c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
|
|
break;
|
|
}
|
|
case COMMAND_SET_BLEND_FACTOR:
|
|
{
|
|
const unsigned int factor = command.set_blend_factor.m_blend_factor;
|
|
c.blendFactor[0] = float((factor >> 0) & 0xFF) / 255.0f;
|
|
c.blendFactor[1] = float((factor >> 8) & 0xFF) / 255.0f;
|
|
c.blendFactor[2] = float((factor >> 16) & 0xFF) / 255.0f;
|
|
c.blendFactor[3] = float((factor >> 24) & 0xFF) / 255.0f;
|
|
c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
|
|
break;
|
|
}
|
|
case COMMAND_SET_FACE_CULL:
|
|
{
|
|
c.rasterizerDesc.CullMode = command.set_face_cull.m_enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
|
|
c.m_pDeviceContext->RSSetState(InternalRenderManager.GetManagedRasterizerState());
|
|
c.faceCullEnabled = command.set_face_cull.m_enable;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (matrixOverride)
|
|
{
|
|
const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
|
|
D3D11_MAPPED_SUBRESOURCE mappedIdentity = {};
|
|
c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedIdentity);
|
|
memcpy(mappedIdentity.pData, &identity, sizeof(identity));
|
|
c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
|
|
memcpy(c.m_cachedLocalMatrix, &identity, sizeof(identity));
|
|
}
|
|
}
|
|
|
|
bool Renderer::CBuffCall(int index, bool full)
|
|
{
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
bool result = false;
|
|
const int commandIndex = m_commandHandleToIndex[index];
|
|
if (commandIndex >= 0)
|
|
{
|
|
Renderer::Context &c = getContext();
|
|
const std::uint8_t vertexType = m_commandVertexTypes[commandIndex];
|
|
const std::uint8_t primitiveType = m_commandPrimitiveTypes[commandIndex];
|
|
|
|
if (full)
|
|
{
|
|
if (c.matrixDirty[MATRIX_MODE_MODELVIEW])
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mappedMatrix0 = {};
|
|
c.m_pDeviceContext->Map(c.m_modelViewMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix0);
|
|
memcpy(mappedMatrix0.pData, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
|
|
c.m_pDeviceContext->Unmap(c.m_modelViewMatrix, 0);
|
|
c.matrixDirty[MATRIX_MODE_MODELVIEW] = false;
|
|
}
|
|
|
|
if (c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION])
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mappedMatrix2 = {};
|
|
c.m_pDeviceContext->Map(c.m_projectionMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix2);
|
|
memcpy(mappedMatrix2.pData, MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
|
|
c.m_pDeviceContext->Unmap(c.m_projectionMatrix, 0);
|
|
c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION] = false;
|
|
}
|
|
|
|
if (c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE])
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mappedMatrix3 = {};
|
|
c.m_pDeviceContext->Map(c.m_textureMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix3);
|
|
memcpy(mappedMatrix3.pData, MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
|
|
c.m_pDeviceContext->Unmap(c.m_textureMatrix, 0);
|
|
c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE] = false;
|
|
}
|
|
|
|
UpdateFogState();
|
|
UpdateLightingState();
|
|
UpdateViewportState();
|
|
UpdateTexGenState();
|
|
|
|
if (vertexType != activeVertexType)
|
|
{
|
|
c.m_pDeviceContext->VSSetShader(vertexShaderTable[vertexType], NULL, 0);
|
|
c.m_pDeviceContext->IASetInputLayout(inputLayoutTable[vertexType]);
|
|
activeVertexType = vertexType;
|
|
}
|
|
|
|
int pixelType = 0;
|
|
if (static_cast<int>(c.forcedLOD) > -1)
|
|
{
|
|
const float forcedLod[4] = {static_cast<float>(static_cast<int>(c.forcedLOD)), 0.0f, 0.0f, 0.0f};
|
|
D3D11_MAPPED_SUBRESOURCE mappedAux4 = {};
|
|
c.m_pDeviceContext->Map(c.m_forcedLODBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux4);
|
|
memcpy(mappedAux4.pData, forcedLod, sizeof(forcedLod));
|
|
c.m_pDeviceContext->Unmap(c.m_forcedLODBuffer, 0);
|
|
pixelType = C4JRender::PIXEL_SHADER_TYPE_FORCELOD;
|
|
}
|
|
|
|
if (static_cast<DWORD>(pixelType) != activePixelType)
|
|
{
|
|
c.m_pDeviceContext->PSSetShader(pixelShaderTable[pixelType], NULL, 0);
|
|
activePixelType = pixelType;
|
|
}
|
|
|
|
c.m_pDeviceContext->IASetPrimitiveTopology(g_topologies[primitiveType]);
|
|
|
|
ID3D11Buffer *indexBuffer = NULL;
|
|
if (primitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
|
|
indexBuffer = quadIndexBuffer;
|
|
else if (primitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
|
|
indexBuffer = fanIndexBuffer;
|
|
|
|
c.m_pDeviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R16_UINT, 0);
|
|
}
|
|
|
|
m_commandBuffers[commandIndex]->Render(static_cast<C4JRender::eVertexType>(vertexType), c, primitiveType);
|
|
|
|
if (full)
|
|
{
|
|
MultWithStack(m_commandMatrices[commandIndex]);
|
|
c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][0] = DirectX::XMMatrixIdentity();
|
|
c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = true;
|
|
}
|
|
|
|
result = true;
|
|
}
|
|
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
return result;
|
|
}
|
|
|
|
void Renderer::CBuffClear(int index)
|
|
{
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
std::int16_t *externalToInternal = static_cast<std::int16_t *>(m_commandHandleToIndex);
|
|
const int internalIndex = externalToInternal[index];
|
|
if (internalIndex >= 0)
|
|
{
|
|
DeleteInternalBuffer(internalIndex);
|
|
externalToInternal[index] = static_cast<std::int16_t>(-2);
|
|
}
|
|
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
}
|
|
|
|
int Renderer::CBuffCreate(int count)
|
|
{
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
int first = reservedRendererDword1;
|
|
if (first < NUM_COMMAND_HANDLES)
|
|
{
|
|
int probe = first;
|
|
int end = first + count;
|
|
while (true)
|
|
{
|
|
assert(first < NUM_COMMAND_HANDLES);
|
|
|
|
int cursor = probe;
|
|
while (cursor < end && cursor < NUM_COMMAND_HANDLES && m_commandHandleToIndex[cursor] == static_cast<std::int16_t>(-1))
|
|
{
|
|
++cursor;
|
|
}
|
|
|
|
if (cursor >= end)
|
|
break;
|
|
|
|
++first;
|
|
++probe;
|
|
++end;
|
|
if (first >= NUM_COMMAND_HANDLES || end > NUM_COMMAND_HANDLES)
|
|
{
|
|
first = -1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (first >= 0)
|
|
{
|
|
const int allocationEnd = first + count;
|
|
for (int i = first; i < allocationEnd; ++i)
|
|
m_commandHandleToIndex[i] = static_cast<std::int16_t>(-2);
|
|
|
|
if (reservedRendererByte1)
|
|
reservedRendererDword1 = allocationEnd;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
first = -1;
|
|
}
|
|
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
return first;
|
|
}
|
|
|
|
void Renderer::CBuffDeferredModeEnd()
|
|
{
|
|
Renderer::Context &c = getContext();
|
|
if (!c.deferredModeEnabled)
|
|
return;
|
|
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
c.deferredModeEnabled = false;
|
|
|
|
for (std::vector<Renderer::DeferredCBuff>::const_iterator it = c.deferredBuffers.begin(); it != c.deferredBuffers.end(); ++it)
|
|
{
|
|
const Renderer::DeferredCBuff &deferred = *it;
|
|
const int existingIndex = m_commandHandleToIndex[deferred.m_vertex_index];
|
|
if (existingIndex >= 0)
|
|
DeleteInternalBuffer(existingIndex);
|
|
|
|
if (static_cast<int>(reservedRendererDword2 + reservedRendererDword3 + 10) > MAX_COMMAND_BUFFERS)
|
|
DebugBreak();
|
|
|
|
const int internalSlot = reservedRendererDword2;
|
|
++reservedRendererDword2;
|
|
|
|
m_commandHandleToIndex[deferred.m_vertex_index] = static_cast<std::int16_t>(internalSlot);
|
|
m_commandIndexToHandle[internalSlot] = deferred.m_vertex_index;
|
|
m_commandVertexTypes[internalSlot] = static_cast<std::uint8_t>(deferred.m_vertex_type);
|
|
m_commandPrimitiveTypes[internalSlot] = static_cast<std::uint8_t>(deferred.m_primitive_type);
|
|
m_commandBuffers[internalSlot] = deferred.m_command_buf;
|
|
m_commandMatrices[internalSlot] = deferred.m_matrix;
|
|
}
|
|
|
|
c.deferredBuffers.clear();
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
}
|
|
|
|
void Renderer::CBuffDeferredModeStart()
|
|
{
|
|
getContext().deferredModeEnabled = true;
|
|
}
|
|
|
|
void Renderer::CBuffDelete(int first, int count)
|
|
{
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
const int end = first + count;
|
|
for (int i = first; i < end; ++i)
|
|
{
|
|
const int internalIndex = m_commandHandleToIndex[i];
|
|
if (internalIndex >= 0)
|
|
DeleteInternalBuffer(internalIndex);
|
|
|
|
m_commandHandleToIndex[i] = static_cast<std::int16_t>(-1);
|
|
}
|
|
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
}
|
|
|
|
void Renderer::CBuffEnd()
|
|
{
|
|
Renderer::Context &c = getContext();
|
|
|
|
assert(c.stackType == MATRIX_MODE_MODELVIEW_CBUFF);
|
|
assert(c.stackPos[MATRIX_MODE_MODELVIEW_CBUFF] == 0);
|
|
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
if (c.deferredModeEnabled)
|
|
{
|
|
Renderer::DeferredCBuff deferred;
|
|
deferred.m_command_buf = c.commandBuffer;
|
|
deferred.m_vertex_index = c.recordingBufferIndex;
|
|
deferred.m_vertex_type = c.recordingVertexType;
|
|
deferred.m_primitive_type = c.recordingPrimitiveType;
|
|
deferred.m_matrix = c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][0];
|
|
c.deferredBuffers.push_back(deferred);
|
|
}
|
|
else
|
|
{
|
|
const int existingIndex = m_commandHandleToIndex[c.recordingBufferIndex];
|
|
if (existingIndex >= 0)
|
|
DeleteInternalBuffer(existingIndex);
|
|
|
|
if (static_cast<int>(reservedRendererDword2 + reservedRendererDword3 + 10) > MAX_COMMAND_BUFFERS)
|
|
DebugBreak();
|
|
|
|
const int internalSlot = reservedRendererDword2;
|
|
++reservedRendererDword2;
|
|
|
|
m_commandHandleToIndex[c.recordingBufferIndex] = static_cast<std::int16_t>(internalSlot);
|
|
m_commandIndexToHandle[internalSlot] = c.recordingBufferIndex;
|
|
m_commandVertexTypes[internalSlot] = static_cast<std::uint8_t>(c.recordingVertexType);
|
|
m_commandPrimitiveTypes[internalSlot] = static_cast<std::uint8_t>(c.recordingPrimitiveType);
|
|
m_commandBuffers[internalSlot] = c.commandBuffer;
|
|
m_commandMatrices[internalSlot] = c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][0];
|
|
}
|
|
|
|
c.stackType = MATRIX_MODE_MODELVIEW;
|
|
c.commandBuffer->EndRecording(m_pDevice);
|
|
c.commandBuffer = NULL;
|
|
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
}
|
|
|
|
void Renderer::CBuffLockStaticCreations()
|
|
{
|
|
reservedRendererByte1 = 0;
|
|
}
|
|
|
|
int Renderer::CBuffSize(int index)
|
|
{
|
|
if (index == -1)
|
|
return totalAlloc < 0 ? 0 : totalAlloc;
|
|
|
|
unsigned int size = 0;
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
const int commandIndex = m_commandHandleToIndex[index];
|
|
if (commandIndex >= 0)
|
|
size = static_cast<unsigned int>(m_commandBuffers[commandIndex]->GetAllocated());
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
return size;
|
|
}
|
|
|
|
void Renderer::CBuffStart(int index, bool full)
|
|
{
|
|
Renderer::Context &c = getContext();
|
|
c.commandBuffer = new (std::nothrow) Renderer::CommandBuffer(full);
|
|
c.recordingBufferIndex = index;
|
|
|
|
assert(c.stackType == MATRIX_MODE_MODELVIEW);
|
|
|
|
c.stackType = MATRIX_MODE_MODELVIEW_CBUFF;
|
|
c.stackPos[MATRIX_MODE_MODELVIEW_CBUFF] = 0;
|
|
c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][0] = DirectX::XMMatrixIdentity();
|
|
c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = true;
|
|
}
|
|
|
|
void Renderer::CBuffTick()
|
|
{
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
const int firstPending = MAX_COMMAND_BUFFERS - static_cast<int>(reservedRendererDword3);
|
|
for (int i = firstPending; i < MAX_COMMAND_BUFFERS; ++i)
|
|
{
|
|
Renderer::CommandBuffer *buffer = m_commandBuffers[i];
|
|
if (buffer)
|
|
delete buffer;
|
|
m_commandBuffers[i] = NULL;
|
|
}
|
|
|
|
reservedRendererDword3 = 0;
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
}
|
|
|
|
void Renderer::DeleteInternalBuffer(int index)
|
|
{
|
|
EnterCriticalSection(&m_commandBufferCS);
|
|
|
|
++reservedRendererDword3;
|
|
const int recycledSlot = MAX_COMMAND_BUFFERS - static_cast<int>(reservedRendererDword3);
|
|
|
|
m_commandBuffers[recycledSlot] = m_commandBuffers[index];
|
|
m_commandMatrices[recycledSlot] = m_commandMatrices[index];
|
|
|
|
if (reservedRendererDword2-- != 1)
|
|
{
|
|
const int lastActive = reservedRendererDword2;
|
|
|
|
m_commandBuffers[index] = m_commandBuffers[lastActive];
|
|
m_commandMatrices[index] = m_commandMatrices[lastActive];
|
|
m_commandVertexTypes[index] = m_commandVertexTypes[lastActive];
|
|
m_commandPrimitiveTypes[index] = m_commandPrimitiveTypes[lastActive];
|
|
|
|
const int commandIndex = m_commandIndexToHandle[lastActive];
|
|
m_commandHandleToIndex[commandIndex] = static_cast<std::int16_t>(index);
|
|
m_commandIndexToHandle[index] = commandIndex;
|
|
}
|
|
|
|
LeaveCriticalSection(&m_commandBufferCS);
|
|
} |