191 lines
6.1 KiB
C++
191 lines
6.1 KiB
C++
#include "Render/BlendColor.h"
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#include "Render/DeviceStateDX9.h"
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#include "Render/LightmappedPrimitive.h"
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#include "Render/RenderPrimitive.h"
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#include "Render/RenderQueues.h"
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#include "Render/RendererDX9Operations.h"
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#include "Render/TextureDX9.h"
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#include <algorithm>
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#include <bit>
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#include <functional>
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#include <new>
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// OFFSET: 0x00568460
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// FUNCTION: fn_02240
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void RendererDX9Operations::SetCamera(const float*, const float*, const float*) {
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}
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// OFFSET: 0x00568370
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// FUNCTION: fn_02239
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void RendererDX9Operations::SetLighting(const float* direction, const float* diffuse, const float* ambient) {
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D3DLIGHT9 light{};
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light.Type = D3DLIGHT_DIRECTIONAL;
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light.Direction.x = -direction[0];
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light.Direction.y = -direction[1];
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light.Direction.z = -direction[2];
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light.Diffuse.r = diffuse[0];
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light.Diffuse.g = diffuse[1];
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light.Diffuse.b = diffuse[2];
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light.Diffuse.a = 255.0f;
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light.Ambient.r = ambient[0];
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light.Ambient.g = ambient[1];
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light.Ambient.b = ambient[2];
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light.Ambient.a = 255.0f;
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this->context.device->SetLight(0, &light);
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this->context.device->LightEnable(0, TRUE);
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}
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// OFFSET: 0x00565150
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// FUNCTION: fn_02214
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void RendererDX9Operations::ClearDepth(int clearColor) {
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this->context.device->Clear(
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0, nullptr, clearColor ? D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER : D3DCLEAR_ZBUFFER, 0xFF000000u, 1.0f, 0
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);
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}
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// OFFSET: 0x005651A0
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// FUNCTION: fn_02215
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void RendererDX9Operations::ClearWorld(unsigned color, int mode, unsigned char worldFlag, unsigned overlay) {
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if (mode == 1 && worldFlag == 1) {
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color = BlendColor(color, overlay);
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}
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this->context.device->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color, 1.0f, 0);
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}
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// OFFSET: 0x00565740
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// FUNCTION: fn_02218
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void RendererDX9Operations::DrawPrimitive(RenderCommand* primitive) {
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if (std::bit_cast<std::int32_t>(primitive->vertexCount) <= 0) {
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return;
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}
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this->state.SetFVF(452);
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const auto type = static_cast<D3DPRIMITIVETYPE>(primitive->primitiveType);
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const unsigned divisor = primitive->primitiveType == 4 ? 3 : 2;
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if (primitive->indexCount) {
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this->context.device->DrawIndexedPrimitiveUP(
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type, 0, primitive->vertexCount, primitive->indexCount / divisor, primitive->indices, D3DFMT_INDEX16,
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primitive->vertices, sizeof(RenderVertex)
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);
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} else {
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this->context.device->DrawPrimitiveUP(
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type, primitive->vertexCount / divisor, primitive->vertices, sizeof(RenderVertex)
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);
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}
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}
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// OFFSET: 0x005657D0
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// FUNCTION: fn_02219
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void RendererDX9Operations::DrawLightmappedPrimitive(LightmappedPrimitive* primitive) {
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if (std::bit_cast<std::int32_t>(primitive->vertexCount) <= 0) {
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return;
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}
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this->state.SetFVF(708);
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const auto type = static_cast<D3DPRIMITIVETYPE>(primitive->primitiveType);
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const unsigned divisor = primitive->primitiveType == 4 ? 3 : 2;
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if (primitive->indexCount) {
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this->context.device->DrawIndexedPrimitiveUP(
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type, 0, primitive->vertexCount, primitive->indexCount / divisor, primitive->indices, D3DFMT_INDEX16,
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primitive->vertices, sizeof(LightmappedVertex)
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);
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} else {
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this->context.device->DrawPrimitiveUP(
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type, primitive->vertexCount / divisor, primitive->vertices, sizeof(LightmappedVertex)
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);
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}
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}
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// OFFSET: 0x005658F0
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// FUNCTION: fn_02221
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void RendererDX9Operations::DrawDepthQueue(std::vector<DepthPrimitive>& queue, bool sort) {
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if (sort) {
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std::sort(queue.begin(), queue.end(), [](const DepthPrimitive& left, const DepthPrimitive& right) {
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if (left.depth < right.depth) {
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return true;
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}
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if (right.depth < left.depth) {
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return false;
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}
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return left.depth == right.depth && std::less<RenderCommand*>{}(left.primitive, right.primitive);
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});
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}
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for (const DepthPrimitive& entry : queue) {
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RenderCommand* command = entry.primitive;
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this->state.SetTexture(
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0, command->texture ? static_cast<CTextureDX9*>(command->texture)->NativeTexture() : nullptr
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);
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this->DrawPrimitive(command);
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}
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}
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// OFFSET: 0x00565210
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// FUNCTION: fn_02216
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bool RendererDX9Operations::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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IDirect3DTexture9* nativeTexture = nullptr;
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if (texture) {
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nativeTexture = static_cast<CTextureDX9*>(texture)->NativeTexture();
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} else {
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if (
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FAILED(this->context.device->CreateTexture(
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width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &nativeTexture, nullptr
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))
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) {
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return false;
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}
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CTextureDX9* created = new (std::nothrow) CTextureDX9(this->context, nativeTexture);
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// Original retains the native reference if allocation fails.
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if (!created) {
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return false;
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}
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texture = created;
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}
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if (!nativeTexture) {
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return false;
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}
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IDirect3DSurface9* previous = nullptr;
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IDirect3DSurface9* target = nullptr;
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bool result = false;
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if (
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SUCCEEDED(nativeTexture->GetSurfaceLevel(0, &target)) &&
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SUCCEEDED(this->context.device->GetRenderTarget(0, &previous)) &&
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SUCCEEDED(this->context.device->SetRenderTarget(0, target))
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) {
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{
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ScopedDeviceStateDX9 restore(this->state);
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this->state.SetRenderState(D3DRS_ZENABLE, 0);
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this->state.SetRenderState(D3DRS_FOGENABLE, 0);
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this->state.SetRenderState(D3DRS_ALPHAREF, 1);
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this->state.SetRenderState(D3DRS_ALPHATESTENABLE, 1);
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this->state.SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
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this->context.device->Clear(0, nullptr, D3DCLEAR_TARGET, 0, 1.0f, 0);
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if (SUCCEEDED(this->context.device->BeginScene())) {
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for (RenderPrimitive* primitive : primitives) {
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this->state.SetTexture(
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0, primitive->texture ? static_cast<CTextureDX9*>(primitive->texture)->NativeTexture() : nullptr
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);
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this->DrawPrimitive(primitive);
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}
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this->context.device->EndScene();
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}
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}
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this->context.device->SetRenderTarget(0, previous);
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// Original reports target-switch success even when BeginScene failed.
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result = true;
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}
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if (target) {
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target->Release();
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}
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if (previous) {
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previous->Release();
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}
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return result;
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}
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