rodecomp/Source/Render/DX9/RendererDX9Operations.cpp
ragnarok-clanker 15ee30e2aa Maintenance: [forced, user-approved] R9: remove the invented TextureDX9Context, SurfaceDX9Context and RendererDX9Operations, plus the
Batch #10258 by ragnarok-clanker: forced by an admin (9 lower score(s), 44 changed function(s)); checked with 318 compiled unit(s), including every includer of Source/Render/DX9/DeviceOwnerDX9.h, Source/Render/DX9/RenderSystemDX9.h, Source/Render/DX9/RendererDX9.h, Source/Render/DX9/RendererFogDX9.h, Source/Render/DX9/SurfaceDX9.h, Source/Render/DX9/TextureDX9.h, Source/Render/Renderer.h, Source/Render/RendererDX7.h, Source/Render/Textures/SpriteAtlas.h, Source/Render/DX9/RendererDX9Operations.h.
Deletes: Source/Render/DX9/RendererDX9Operations.h
2026-11-03 13:19:27 +00:00

188 lines
6.1 KiB
C++

#include "Render/DX9/DeviceOwnerDX9.h"
#include "Render/BlendColor.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/World/World.h"
#include "Render/TextureQuad.h"
#include "Render/DX9/DeviceStateDX9.h"
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/DX9/RendererDX9.h"
#include "Render/DX9/TextureDX9.h"
#include <algorithm>
#include <bit>
#include <functional>
#include <new>
// OFFSET: 0x00568460
// FUNCTION: fn_02240
void CRendererDX9::SetCamera(const float*, const float*, const float*) {
}
// OFFSET: 0x00568370
// FUNCTION: fn_02239
void CRendererDX9::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->nativeDevice->SetLight(0, &light);
this->nativeDevice->LightEnable(0, TRUE);
}
// OFFSET: 0x00565150
// FUNCTION: fn_02214
void CRendererDX9::ClearDepth(int clearColor) {
this->nativeDevice->Clear(0, nullptr, clearColor ? D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER : D3DCLEAR_ZBUFFER, 0xFF000000u, 1.0f, 0);
}
// OFFSET: 0x005651A0
// FUNCTION: fn_02215
void CRendererDX9::ClearWorld() {
unsigned color = this->clearColor;
if (this->fog.enabled == 1 && static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->unknown_00FC == 1) {
color = BlendColor(this->clearColor, g_worldOverlayColor);
}
this->nativeDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color, 1.0f, 0);
}
// OFFSET: 0x00565740
// FUNCTION: fn_02218
void CRendererDX9::DrawPrimitive(RenderCommand* primitive) {
if (primitive->vertexCount <= 0) {
return;
}
this->device->state.SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1);
const auto type = static_cast<D3DPRIMITIVETYPE>(primitive->primitiveType);
const unsigned divisor = type == D3DPT_TRIANGLELIST ? 3 : 2;
if (primitive->indexCount) {
this->nativeDevice->DrawIndexedPrimitiveUP(
type, 0, primitive->vertexCount, primitive->indexCount / divisor, primitive->indices, D3DFMT_INDEX16, primitive->vertices, sizeof(RenderVertex)
);
} else {
this->nativeDevice->DrawPrimitiveUP(type, primitive->vertexCount / divisor, primitive->vertices, sizeof(RenderVertex));
}
}
// OFFSET: 0x005657D0
// FUNCTION: fn_02219
void CRendererDX9::DrawLightmappedPrimitive(LightmappedPrimitive* primitive) {
if (primitive->vertexCount <= 0) {
return;
}
this->device->state.SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2);
const auto type = static_cast<D3DPRIMITIVETYPE>(primitive->primitiveType);
const unsigned divisor = type == D3DPT_TRIANGLELIST ? 3 : 2;
if (primitive->indexCount) {
this->nativeDevice->DrawIndexedPrimitiveUP(
type, 0, primitive->vertexCount, primitive->indexCount / divisor, primitive->indices, D3DFMT_INDEX16, primitive->vertices, sizeof(LightmappedVertex)
);
} else {
this->nativeDevice->DrawPrimitiveUP(type, primitive->vertexCount / divisor, primitive->vertices, sizeof(LightmappedVertex));
}
}
// OFFSET: 0x005658F0
// FUNCTION: fn_02221
void CRendererDX9::DrawDepthQueue(std::vector<DepthPrimitive>& 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<RenderCommand*>{}(left.primitive, right.primitive);
});
}
for (const DepthPrimitive& entry : queue) {
RenderCommand* command = entry.primitive;
this->device->state.SetTexture(0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr);
this->DrawPrimitive(command);
}
}
// OFFSET: 0x00565210
// FUNCTION: fn_02216
bool CRendererDX9::RenderToTexture(int width, int height, const std::list<RenderPrimitive*>& primitives, CTexture*& texture) {
IDirect3DTexture9* nativeTexture = nullptr;
if (texture) {
nativeTexture = static_cast<CTextureDX9*>(texture)->NativeTexture();
} else {
if (FAILED(this->nativeDevice->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &nativeTexture, nullptr))) {
return false;
}
CTextureDX9* created = new (std::nothrow) CTextureDX9(*this->device, nativeTexture);
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->nativeDevice->GetRenderTarget(0, &previous)) &&
SUCCEEDED(this->nativeDevice->SetRenderTarget(0, target))) {
{
ScopedDeviceStateDX9 restore(this->device->state);
this->device->state.SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
this->device->state.SetRenderState(D3DRS_FOGENABLE, 0);
this->device->state.SetRenderState(D3DRS_ALPHAREF, 1);
this->device->state.SetRenderState(D3DRS_ALPHATESTENABLE, 1);
this->device->state.SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
this->nativeDevice->Clear(0, nullptr, D3DCLEAR_TARGET, 0, 1.0f, 0);
if (SUCCEEDED(this->nativeDevice->BeginScene())) {
for (RenderPrimitive* primitive : primitives) {
this->device->state.SetTexture(0, primitive->texture ? static_cast<CTextureDX9*>(primitive->texture)->NativeTexture() : nullptr);
this->DrawPrimitive(primitive);
}
this->nativeDevice->EndScene();
}
}
this->nativeDevice->SetRenderTarget(0, previous);
result = true;
}
if (target) {
target->Release();
}
if (previous) {
previous->Release();
}
return result;
}