#include "Render/BlendColor.h" #include "Render/DeviceStateDX9.h" #include "Render/LightmappedPrimitive.h" #include "Render/RenderPrimitive.h" #include "Render/RenderQueues.h" #include "Render/RendererDX9Operations.h" #include "Render/TextureDX9.h" #include #include #include #include // OFFSET: 0x00568460 // FUNCTION: fn_02240 void RendererDX9Operations::SetCamera(const float*, const float*, const float*) { } // OFFSET: 0x00568370 // FUNCTION: fn_02239 void RendererDX9Operations::SetLighting(const float* direction, const float* diffuse, const float* ambient) { D3DLIGHT9 light{}; light.Type = D3DLIGHT_DIRECTIONAL; light.Direction.x = -direction[0]; light.Direction.y = -direction[1]; light.Direction.z = -direction[2]; light.Diffuse.r = diffuse[0]; light.Diffuse.g = diffuse[1]; light.Diffuse.b = diffuse[2]; light.Diffuse.a = 255.0f; light.Ambient.r = ambient[0]; light.Ambient.g = ambient[1]; light.Ambient.b = ambient[2]; light.Ambient.a = 255.0f; this->context.device->SetLight(0, &light); this->context.device->LightEnable(0, TRUE); } // OFFSET: 0x00565150 // FUNCTION: fn_02214 void RendererDX9Operations::ClearDepth(int clearColor) { this->context.device->Clear( 0, nullptr, clearColor ? D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER : D3DCLEAR_ZBUFFER, 0xFF000000u, 1.0f, 0 ); } // OFFSET: 0x005651A0 // FUNCTION: fn_02215 void RendererDX9Operations::ClearWorld(unsigned color, int mode, unsigned char worldFlag, unsigned overlay) { if (mode == 1 && worldFlag == 1) { color = BlendColor(color, overlay); } this->context.device->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color, 1.0f, 0); } // OFFSET: 0x00565740 // FUNCTION: fn_02218 void RendererDX9Operations::DrawPrimitive(RenderCommand* primitive) { if (std::bit_cast(primitive->vertexCount) <= 0) { return; } this->state.SetFVF(452); const auto type = static_cast(primitive->primitiveType); const unsigned divisor = primitive->primitiveType == 4 ? 3 : 2; if (primitive->indexCount) { this->context.device->DrawIndexedPrimitiveUP( type, 0, primitive->vertexCount, primitive->indexCount / divisor, primitive->indices, D3DFMT_INDEX16, primitive->vertices, sizeof(RenderVertex) ); } else { this->context.device->DrawPrimitiveUP( type, primitive->vertexCount / divisor, primitive->vertices, sizeof(RenderVertex) ); } } // OFFSET: 0x005657D0 // FUNCTION: fn_02219 void RendererDX9Operations::DrawLightmappedPrimitive(LightmappedPrimitive* primitive) { if (std::bit_cast(primitive->vertexCount) <= 0) { return; } this->state.SetFVF(708); const auto type = static_cast(primitive->primitiveType); const unsigned divisor = primitive->primitiveType == 4 ? 3 : 2; if (primitive->indexCount) { this->context.device->DrawIndexedPrimitiveUP( type, 0, primitive->vertexCount, primitive->indexCount / divisor, primitive->indices, D3DFMT_INDEX16, primitive->vertices, sizeof(LightmappedVertex) ); } else { this->context.device->DrawPrimitiveUP( type, primitive->vertexCount / divisor, primitive->vertices, sizeof(LightmappedVertex) ); } } // OFFSET: 0x005658F0 // FUNCTION: fn_02221 void RendererDX9Operations::DrawDepthQueue(std::vector& queue, bool sort) { if (sort) { std::sort(queue.begin(), queue.end(), [](const DepthPrimitive& left, const DepthPrimitive& right) { if (left.depth < right.depth) { return true; } if (right.depth < left.depth) { return false; } return left.depth == right.depth && std::less{}(left.primitive, right.primitive); }); } for (const DepthPrimitive& entry : queue) { RenderCommand* command = entry.primitive; this->state.SetTexture( 0, command->texture ? static_cast(command->texture)->NativeTexture() : nullptr ); this->DrawPrimitive(command); } } // OFFSET: 0x00565210 // FUNCTION: fn_02216 bool RendererDX9Operations::RenderToTexture( int width, int height, const std::list& primitives, CTexture*& texture ) { IDirect3DTexture9* nativeTexture = nullptr; if (texture) { nativeTexture = static_cast(texture)->NativeTexture(); } else { if ( FAILED(this->context.device->CreateTexture( width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &nativeTexture, nullptr )) ) { return false; } CTextureDX9* created = new (std::nothrow) CTextureDX9(this->context, nativeTexture); // Original retains the native reference if allocation fails. if (!created) { return false; } texture = created; } if (!nativeTexture) { return false; } IDirect3DSurface9* previous = nullptr; IDirect3DSurface9* target = nullptr; bool result = false; if ( SUCCEEDED(nativeTexture->GetSurfaceLevel(0, &target)) && SUCCEEDED(this->context.device->GetRenderTarget(0, &previous)) && SUCCEEDED(this->context.device->SetRenderTarget(0, target)) ) { { ScopedDeviceStateDX9 restore(this->state); this->state.SetRenderState(D3DRS_ZENABLE, 0); this->state.SetRenderState(D3DRS_FOGENABLE, 0); this->state.SetRenderState(D3DRS_ALPHAREF, 1); this->state.SetRenderState(D3DRS_ALPHATESTENABLE, 1); this->state.SetRenderState(D3DRS_ALPHABLENDENABLE, 1); this->context.device->Clear(0, nullptr, D3DCLEAR_TARGET, 0, 1.0f, 0); if (SUCCEEDED(this->context.device->BeginScene())) { for (RenderPrimitive* primitive : primitives) { this->state.SetTexture( 0, primitive->texture ? static_cast(primitive->texture)->NativeTexture() : nullptr ); this->DrawPrimitive(primitive); } this->context.device->EndScene(); } } this->context.device->SetRenderTarget(0, previous); // Original reports target-switch success even when BeginScene failed. result = true; } if (target) { target->Release(); } if (previous) { previous->Release(); } return result; }