Batch #86 by ragnarok-clanker: 1 byte-identical, 0 confirmed by peer review. - fn_02243 CRendererDX9::UnlockBackBuffer: byte-identical Merged automatically: every function is byte-identical to the original.
179 lines
5.9 KiB
C++
179 lines
5.9 KiB
C++
#include "Render/DeviceOwnerDX9.h"
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#include "Render/RendererDX9.h"
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#include "Render/RendererFrameDX9.h"
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#include "Render/TextureCache.h"
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#include "Resource/BitmapResource.h"
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#include <memory>
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// OFFSET: 0x00564EB0
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CRendererDX9::CRendererDX9(DeviceOwnerDX9& owner, RendererDX9Context& context)
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: CRenderer(context.system), device(&owner), nativeDevice(owner.device), clearColor(0), lastTick(0), frames(0),
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fps(0.0f), m_context(&context),
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m_textureContext(
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owner.TextureContext(context.d3dx, this->primitives, this->queues, false, context.fog.start, context.fog.end)
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) {
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}
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// OFFSET: 0x00564FE0
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// OFFSET: 0x00565070
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// FUNCTION: fn_02211
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CRendererDX9::~CRendererDX9() = default;
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TextureDX9Context& CRendererDX9::TextureContext() {
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this->m_textureContext.dynamicTextures = this->device->dynamicTextures;
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this->m_textureContext.depthAlpha = this->fog.supported != 0;
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this->m_textureContext.depthStart = this->m_context->fog.start;
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this->m_textureContext.depthEnd = this->m_context->fog.end;
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return this->m_textureContext;
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}
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RendererDX9Operations CRendererDX9::Operations(TextureDX9Context& context) {
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// The renderer snapshots its device at construction; the owner retains the
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// state-cache/device lifecycle used by scoped writes and frame transitions.
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context.device = this->nativeDevice;
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return {context, this->device->state};
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}
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void CRendererDX9::SetCamera(const float* eye, const float* target, const float* up) {
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auto& context = this->TextureContext();
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this->Operations(context).SetCamera(eye, target, up);
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}
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void CRendererDX9::SetLighting(const float* direction, const float* diffuse, const float* ambient) {
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auto& context = this->TextureContext();
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this->Operations(context).SetLighting(direction, diffuse, ambient);
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}
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// OFFSET: 0x00568360
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// FUNCTION: fn_02238
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void CRendererDX9::SetClearColor(unsigned color) {
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this->clearColor = color;
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}
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void CRendererDX9::SetFog(int enabled) {
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this->fog.Set(enabled, this->device->caps, this->m_context->fog);
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}
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void CRendererDX9::ClearDepth(int clearColor) {
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auto& context = this->TextureContext();
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this->Operations(context).ClearDepth(clearColor);
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}
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void CRendererDX9::ClearWorld() {
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auto& context = this->TextureContext();
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this->Operations(context).ClearWorld(
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this->clearColor, this->fog.enabled, this->m_context->worldFlag, this->m_context->overlayColor
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);
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}
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bool CRendererDX9::Draw() {
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auto& context = this->TextureContext();
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auto operations = this->Operations(context);
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RendererFrameDX9 frame{*this->device, operations, this->commands, this->primitives,
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this->lightmapped, this->vertices, this->queues, this->m_context->retirement};
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return frame.Draw(
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&this->m_context->system, this->m_context->options, this->m_context->multitexture, this->twoPass, this->fog,
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this->viewport.aspect, this->m_context->fog
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);
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}
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HRESULT CRendererDX9::Present(int option) {
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RendererPresentation presentation{this->frame, this->lastTick, this->frames, this->fps, this->m_context->diagnostic};
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return presentation.Present(*this->device, option);
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}
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// OFFSET: 0x00567E70
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// FUNCTION: fn_02231
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float CRendererDX9::FPS() const {
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return this->fps;
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}
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bool CRendererDX9::CaptureBackBuffer() {
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return this->device->CaptureBackBuffer();
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}
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bool CRendererDX9::RestoreBackBuffer() {
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return this->device->RestoreBackBuffer();
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}
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// OFFSET: 0x00565860
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// FUNCTION: fn_02220
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void CRendererDX9::DrawAuxiliaryPrimitive(LightmappedPrimitive* primitive) {
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auto& context = this->TextureContext();
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this->Operations(context).DrawLightmappedPrimitive(primitive);
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}
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void CRendererDX9::DrawLightmappedPrimitive(LightmappedPrimitive* primitive) {
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auto& context = this->TextureContext();
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this->Operations(context).DrawLightmappedPrimitive(primitive);
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}
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void CRendererDX9::DrawPrimitive(RenderCommand* primitive) {
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auto& context = this->TextureContext();
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this->Operations(context).DrawPrimitive(primitive);
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}
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bool CRendererDX9::RenderToTexture(
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int width,
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int height,
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const std::list<RenderPrimitive*>& primitives,
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CTexture*& texture
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) {
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auto& context = this->TextureContext();
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return this->Operations(context).RenderToTexture(width, height, primitives, texture);
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}
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bool CRendererDX9::SaveBitmapResource(const char* filename, int format, CBitmapRes* bitmap) {
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std::unique_ptr<CTexture> overlay;
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if (bitmap) {
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const auto& image = bitmap->image;
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overlay.reset(this->m_context->textures.Upload(
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image.width, image.height, image.pixels, image.alpha != 0, 0, false, false, false
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));
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}
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auto& context = this->TextureContext();
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return this->Operations(context).SaveScreenshot(
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*this->device, &this->m_context->system, filename, format, overlay.get(), nullptr
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);
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}
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// OFFSET: 0x00567FC0
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// FUNCTION: fn_02234
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bool CRendererDX9::SaveBitmap(const char* filename, CBitmapRes* overlay) {
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return this->SaveBitmapResource(filename, 0, overlay);
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}
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// OFFSET: 0x00568030
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// FUNCTION: fn_02235
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bool CRendererDX9::SaveJpeg(const char* filename, CBitmapRes* overlay) {
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return this->SaveBitmapResource(filename, 1, overlay);
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}
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// OFFSET: 0x00568EC0
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// FUNCTION: fn_02242
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void CRendererDX9::CleanupTextures() {
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}
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// OFFSET: 0x005682D0
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// FUNCTION: fn_02237
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bool CRendererDX9::SaveLogo(std::string filename) {
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const char* name = this->m_context->sources.Resolve("scr_logo.bmp");
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CTexture* overlay = this->m_context->textures.Load(name, 0, false, true, false);
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auto& context = this->TextureContext();
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return this->Operations(context).SaveScreenshot(
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*this->device, &this->m_context->system, filename.c_str(), 1, overlay, nullptr
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);
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}
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void CRendererDX9::Submit(RenderCommand* command, std::uint16_t flags) {
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this->queues.Submit(command, flags, this->fog.supported != 0, this->m_context->fog.start, this->m_context->fog.end);
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}
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void CRendererDX9::Submit(LightmappedPrimitive* command, int queue) {
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this->queues.lightmapped.Submit(
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command, queue, this->fog.supported != 0, this->m_context->fog.start, this->m_context->fog.end
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);
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}
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