mirror of
https://github.com/LCEMP/LCEMP.git
synced 2026-04-23 15:33:58 +00:00
650 lines
20 KiB
C++
650 lines
20 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 <cstring>
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#include <limits>
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ID3D11BlendState *Renderer::GetManagedBlendState()
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{
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PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedBlendState", MP_ORCHID1)
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Context &c = getContext();
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const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0];
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const int key = (rtBlend.BlendEnable ? 1 : 0) | ((static_cast<int>(rtBlend.SrcBlend) & 0x1F) << 1) |
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((static_cast<int>(rtBlend.DestBlend) & 0x1F) << 6) | ((static_cast<int>(rtBlend.RenderTargetWriteMask) & 0x0F) << 11);
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auto it = managedBlendStates.find(key);
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if (it != managedBlendStates.end())
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return it->second;
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ID3D11BlendState *state = NULL;
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m_pDevice->CreateBlendState(&c.blendDesc, &state);
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managedBlendStates.emplace(key, state);
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return state;
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}
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ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
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{
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PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedDepthStencilState", MP_ORCHID1)
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Context &c = getContext();
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const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast<int>(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) |
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(c.depthStencilDesc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL ? 1 : 0);
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auto it = managedDepthStencilStates.find(key);
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if (it != managedDepthStencilStates.end())
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return it->second;
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ID3D11DepthStencilState *state = NULL;
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m_pDevice->CreateDepthStencilState(&c.depthStencilDesc, &state);
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managedDepthStencilStates.emplace(key, state);
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return state;
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}
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ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
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{
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PROFILER_SCOPE("Renderer::GetManagedRasterizerState", "GetManagedRasterizerState", MP_ORCHID1)
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Context &c = getContext();
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const int key = (static_cast<std::uint8_t>(c.rasterizerDesc.DepthBias)) |
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(static_cast<std::uint8_t>(static_cast<int>(c.rasterizerDesc.SlopeScaledDepthBias)) << 8) |
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((static_cast<int>(c.rasterizerDesc.CullMode) & 0x03) << 16);
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auto it = managedRasterizerStates.find(key);
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if (it != managedRasterizerStates.end())
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return it->second;
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ID3D11RasterizerState *state = NULL;
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m_pDevice->CreateRasterizerState(&c.rasterizerDesc, &state);
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managedRasterizerStates.emplace(key, state);
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return state;
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}
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ID3D11SamplerState *Renderer::GetManagedSamplerState()
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{
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PROFILER_SCOPE("Renderer::GetManagedSamplerState", "GetManagedSamplerState", MP_ORCHID1)
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Context &c = getContext();
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const int key = m_textures[c.textureIdx].samplerParams;
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auto it = managedSamplerStates.find(key);
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if (it != managedSamplerStates.end())
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return it->second;
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const bool clampU = (key & 0x01) != 0;
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const bool clampV = (key & 0x02) != 0;
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const bool linearFilter = (key & 0x04) != 0;
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const bool mipLinear = (key & 0x08) != 0;
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const int filterBits = (mipLinear ? 0x08 : 0x00) | (linearFilter ? 0x22 : 0x02);
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D3D11_SAMPLER_DESC desc = {};
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desc.Filter = static_cast<D3D11_FILTER>(filterBits >> 1);
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desc.AddressU = clampU ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = clampV ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = static_cast<D3D11_TEXTURE_ADDRESS_MODE>(3);
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desc.MipLODBias = 0.0f;
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desc.MaxAnisotropy = 16;
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desc.ComparisonFunc = static_cast<D3D11_COMPARISON_FUNC>(1);
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desc.BorderColor[0] = 0.0f;
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desc.BorderColor[1] = 0.0f;
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desc.BorderColor[2] = 0.0f;
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desc.BorderColor[3] = 0.0f;
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desc.MinLOD = -(std::numeric_limits<float>::max)();
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desc.MaxLOD = (std::numeric_limits<float>::max)();
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ID3D11SamplerState *state = NULL;
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m_pDevice->CreateSamplerState(&desc, &state);
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managedSamplerStates.emplace(key, state);
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return state;
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}
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void Renderer::StateSetFogEnable(bool enable)
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{
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Context &c = getContext();
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c.fogEnabled = enable;
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}
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void Renderer::StateSetFogMode(int mode)
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{
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Context &c = getContext();
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c.fogMode = mode;
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}
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void Renderer::StateSetFogNearDistance(float dist)
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{
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Context &c = getContext();
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c.fogNearDistance = dist;
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}
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void Renderer::StateSetFogFarDistance(float dist)
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{
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Context &c = getContext();
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c.fogFarDistance = dist;
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}
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void Renderer::StateSetFogDensity(float density)
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{
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Context &c = getContext();
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c.fogDensity = density;
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}
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void Renderer::StateSetFogColour(float red, float green, float blue)
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{
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Context &c = getContext();
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c.fogColourRed = red;
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c.fogColourBlue = blue;
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c.fogColourGreen = green;
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}
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void Renderer::UpdateViewportState() {}
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void Renderer::StateSetLightingEnable(bool enable)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightingEnable(enable);
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return;
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}
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c.lightingEnabled = enable;
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}
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void Renderer::StateSetLightColour(int light, float red, float green, float blue)
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{
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if (light >= 2)
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return;
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightColour(light, red, green, blue);
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return;
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}
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c.lightColour[light].x = red;
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c.lightColour[light].y = green;
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c.lightColour[light].z = blue;
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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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void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightAmbientColour(red, green, blue);
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return;
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}
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c.lightAmbientColour.x = red;
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c.lightAmbientColour.y = green;
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c.lightAmbientColour.z = blue;
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c.lightAmbientColour.w = 1.0f;
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c.lightingDirty = true;
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}
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void Renderer::StateSetLightEnable(int light, bool enable)
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{
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if (light >= 2)
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return;
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightEnable(light, enable);
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return;
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}
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c.lightEnabled[light] = enable;
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c.lightingDirty = true;
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}
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void Renderer::StateSetColour(float r, float g, float b, float a)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetColor(r, g, b, a);
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return;
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}
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ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
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const float colour[4] = {r, g, b, a};
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memcpy(c.m_cachedTintColor, colour, sizeof(c.m_cachedTintColor));
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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d3d11->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, colour, sizeof(colour));
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d3d11->Unmap(c.m_tintColorBuffer, 0);
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}
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void Renderer::StateSetDepthMask(bool enable)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetDepthMask(enable);
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return;
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}
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c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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c.depthWriteEnabled = enable;
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}
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void Renderer::StateSetBlendEnable(bool enable)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetBlendEnable(enable);
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return;
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}
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c.blendDesc.RenderTarget[0].BlendEnable = enable;
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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}
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void Renderer::StateSetBlendFunc(int src, int dst)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetBlendFunc(src, dst);
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return;
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}
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c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(src);
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c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(dst);
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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}
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void Renderer::StateSetBlendFactor(unsigned int colour)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetBlendFactor(colour);
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return;
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}
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const float scale = 255.0f;
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c.blendFactor[0] = static_cast<float>((colour >> 0) & 0xFF) / scale;
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c.blendFactor[1] = static_cast<float>((colour >> 8) & 0xFF) / scale;
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c.blendFactor[2] = static_cast<float>((colour >> 16) & 0xFF) / scale;
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c.blendFactor[3] = static_cast<float>((colour >> 24) & 0xFF) / scale;
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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}
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void Renderer::StateSetAlphaFunc(int, float param)
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{
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Context &c = getContext();
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c.alphaReference = param;
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const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f};
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, alpha, sizeof(alpha));
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c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0);
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}
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void Renderer::StateSetDepthFunc(int func)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetDepthFunc(func);
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return;
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}
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c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(func);
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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}
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void Renderer::StateSetFaceCull(bool enable)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetFaceCull(enable);
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return;
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}
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c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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c.faceCullEnabled = enable;
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}
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void Renderer::StateSetFaceCullCW(bool enable)
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{
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Context &c = getContext();
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if (c.faceCullEnabled)
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c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT;
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else
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c.rasterizerDesc.CullMode = D3D11_CULL_NONE;
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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}
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void Renderer::StateSetLineWidth(float) {}
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void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
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{
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Context &c = getContext();
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std::uint8_t mask = 0;
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mask |= red ? 0x1 : 0;
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mask |= green ? 0x2 : 0;
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mask |= blue ? 0x4 : 0;
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mask |= alpha ? 0x8 : 0;
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c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask;
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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}
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void Renderer::StateSetDepthTestEnable(bool enable)
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{
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetDepthTestEnable(enable);
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return;
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}
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c.depthStencilDesc.DepthEnable = enable;
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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c.depthTestEnabled = enable;
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}
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void Renderer::StateSetAlphaTestEnable(bool enable)
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{
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Context &c = getContext();
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c.alphaTestEnabled = enable;
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const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f};
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, alpha, sizeof(alpha));
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c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0);
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}
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void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
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{
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Context &c = getContext();
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const float scale = 65536.0f;
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c.rasterizerDesc.DepthBias = static_cast<int>(bias * scale);
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c.rasterizerDesc.SlopeScaledDepthBias = slope * scale;
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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}
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void Renderer::UpdateFogState()
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{
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PROFILER_SCOPE("Renderer::UpdateFogState", "UpdateFogState", MP_ORCHID1)
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Context &c = getContext();
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ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
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float fogParams[4] = {};
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if (c.fogEnabled)
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{
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if (c.fogMode == 1)
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{
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fogParams[0] = c.fogFarDistance;
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fogParams[1] = 1.0f / (c.fogFarDistance - c.fogNearDistance);
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fogParams[2] = 1.0f;
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}
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else
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{
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fogParams[0] = c.fogDensity;
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fogParams[2] = 2.0f;
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}
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}
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const float fogColour[4] = {c.fogColourRed, c.fogColourGreen, c.fogColourBlue, 1.0f};
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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d3d11->Map(c.m_fogParamsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, fogParams, sizeof(fogParams));
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d3d11->Unmap(c.m_fogParamsBuffer, 0);
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d3d11->Map(c.m_fogColourBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, fogColour, sizeof(fogColour));
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d3d11->Unmap(c.m_fogColourBuffer, 0);
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}
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void Renderer::StateSetVertexTextureUV(float u, float v)
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{
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Context &c = getContext();
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const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f};
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(c.m_vertexTexcoordBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, texgen, sizeof(texgen));
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c.m_pDeviceContext->Unmap(c.m_vertexTexcoordBuffer, 0);
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}
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void Renderer::UpdateTexGenState()
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{
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PROFILER_SCOPE("Renderer::UpdateTexGenState", "UpdateTexGenState", MP_ORCHID1)
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Context &c = getContext();
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(c.m_texGenMatricesBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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std::memcpy(mapped.pData, c.texGenMatrices, sizeof(c.texGenMatrices));
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c.m_pDeviceContext->Unmap(c.m_texGenMatricesBuffer, 0);
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}
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void Renderer::UpdateLightingState()
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{
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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<float>(backBufferWidth);
|
|
const float fullHeight = static_cast<float>(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<float *>(&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<float *>(&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);
|
|
}
|